Merge pull request #117 from FunkinCrew/feature/chart-editor-song-preview

Chart Editor: Song Preview
This commit is contained in:
Cameron Taylor 2023-08-11 03:21:04 -04:00 committed by GitHub
commit df3cb28363
32 changed files with 982 additions and 217 deletions

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@ -21,7 +21,7 @@ runs:
- name: Installing Haxe lol
run: |
haxe -version
haxelib git haxelib https://github.com/HaxeFoundation/haxelib.git
haxelib git haxelib https://github.com/HaxeFoundation/haxelib.git development
haxelib version
haxelib --global install hmm
haxelib --global run hmm install --quiet

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@ -10,7 +10,7 @@ jobs:
outputs:
should_run: ${{ steps.should_run.outputs.should_run }}
steps:
- uses: actions/checkout@v2
- uses: actions/checkout@v3
- name: print latest_commit
run: echo ${{ github.sha }}
- id: should_run
@ -24,22 +24,12 @@ jobs:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v3
with:
submodules: 'recursive'
- uses: ./.github/actions/setup-haxeshit
- name: Build Lime
# TODO: Remove the step that builds Lime later.
# Bash method
run: |
LIME_PATH=`haxelib libpath lime`
echo "Moving to $LIME_PATH"
cd $LIME_PATH
git submodule sync --recursive
git submodule update --recursive
git status
sudo apt-get install -y libxinerama-dev
haxelib run lime rebuild linux --clean
- name: Build game
run: |
sudo apt-get install -y libx11-dev libxinerama-dev libxrandr-dev libgl1-mesa-dev libgl-dev libxi-dev libxext-dev libasound2-dev
sudo apt-get install -y libx11-dev xorg-dev libgl-dev libxi-dev libxext-dev libasound2-dev libxinerama-dev libxrandr-dev libgl1-mesa-dev
haxelib run lime build html5 -debug --times
ls
- uses: ./.github/actions/upload-itch
@ -56,18 +46,9 @@ jobs:
actions: write
steps:
- uses: actions/checkout@v3
with:
submodules: 'recursive'
- uses: ./.github/actions/setup-haxeshit
- name: Build Lime
# TODO: Remove the step that builds Lime later.
# Powershell method
run: |
$LIME_PATH = haxelib libpath lime
echo "Moving to $LIME_PATH"
cd $LIME_PATH
git submodule sync --recursive
git submodule update --recursive
git status
haxelib run lime rebuild windows --clean
- name: Build game
run: |
haxelib run lime build windows -debug

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@ -49,7 +49,7 @@
"name": "haxeui-flixel",
"type": "git",
"dir": null,
"ref": "999faddf862d8a1584ae3794d932c55e94fc65cc",
"ref": "be0b18553189a55fd42821026618a18615b070e3",
"url": "https://github.com/haxeui/haxeui-flixel"
},
{
@ -88,9 +88,16 @@
"name": "lime",
"type": "git",
"dir": null,
"ref": "acb0334c59bd4618f3c0277584d524ed0b288b5f",
"ref": "558798adc5bf0e82d70fef589a59ce88892e0b5b",
"url": "https://github.com/EliteMasterEric/lime"
},
{
"name": "mockatoo",
"type": "git",
"dir": null,
"ref": "master",
"url": "https://github.com/EliteMasterEric/mockatoo"
},
{
"name": "openfl",
"type": "git",
@ -102,7 +109,7 @@
"name": "polymod",
"type": "git",
"dir": null,
"ref": "631a3637f30997e47cd37bbab3cb6a75636a4b2a",
"ref": "4bcd614103469af79a320898b823d1df8a55c3de",
"url": "https://github.com/larsiusprime/polymod"
},
{

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@ -0,0 +1,234 @@
package flixel.addons.transition;
import flixel.FlxSubState;
import flixel.addons.transition.FlxTransitionableState;
/**
* A `FlxSubState` which can perform visual transitions
*
* Usage:
*
* First, extend `FlxTransitionableSubState` as ie, `FooState`.
*
* Method 1:
*
* ```haxe
* var in:TransitionData = new TransitionData(...); // add your data where "..." is
* var out:TransitionData = new TransitionData(...);
*
* FlxG.switchState(new FooState(in,out));
* ```
*
* Method 2:
*
* ```haxe
* FlxTransitionableSubState.defaultTransIn = new TransitionData(...);
* FlxTransitionableSubState.defaultTransOut = new TransitionData(...);
*
* FlxG.switchState(new FooState());
* ```
*/
class FlxTransitionableSubState extends FlxSubState
{
// global default transitions for ALL states, used if transIn/transOut are null
public static var defaultTransIn(get, set):TransitionData;
static function get_defaultTransIn():TransitionData
{
return FlxTransitionableState.defaultTransIn;
}
static function set_defaultTransIn(value:TransitionData):TransitionData
{
return FlxTransitionableState.defaultTransIn = value;
}
public static var defaultTransOut(get, set):TransitionData;
static function get_defaultTransOut():TransitionData
{
return FlxTransitionableState.defaultTransOut;
}
static function set_defaultTransOut(value:TransitionData):TransitionData
{
return FlxTransitionableState.defaultTransOut = value;
}
public static var skipNextTransIn(get, set):Bool;
static function get_skipNextTransIn():Bool
{
return FlxTransitionableState.skipNextTransIn;
}
static function set_skipNextTransIn(value:Bool):Bool
{
return FlxTransitionableState.skipNextTransIn = value;
}
public static var skipNextTransOut(get, set):Bool;
static function get_skipNextTransOut():Bool
{
return FlxTransitionableState.skipNextTransOut;
}
static function set_skipNextTransOut(value:Bool):Bool
{
return FlxTransitionableState.skipNextTransOut = value;
}
// beginning & ending transitions for THIS state:
public var transIn:TransitionData;
public var transOut:TransitionData;
public var hasTransIn(get, never):Bool;
public var hasTransOut(get, never):Bool;
/**
* Create a state with the ability to do visual transitions
* @param TransIn Plays when the state begins
* @param TransOut Plays when the state ends
*/
public function new(?TransIn:TransitionData, ?TransOut:TransitionData)
{
transIn = TransIn;
transOut = TransOut;
if (transIn == null && defaultTransIn != null)
{
transIn = defaultTransIn;
}
if (transOut == null && defaultTransOut != null)
{
transOut = defaultTransOut;
}
super();
}
override function destroy():Void
{
super.destroy();
transIn = null;
transOut = null;
_onExit = null;
}
override function create():Void
{
super.create();
transitionIn();
}
override function startOutro(onOutroComplete:() -> Void)
{
if (!hasTransOut) onOutroComplete();
else if (!_exiting)
{
// play the exit transition, and when it's done call FlxG.switchState
_exiting = true;
transitionOut(onOutroComplete);
if (skipNextTransOut)
{
skipNextTransOut = false;
finishTransOut();
}
}
}
/**
* Starts the in-transition. Can be called manually at any time.
*/
public function transitionIn():Void
{
if (transIn != null && transIn.type != NONE)
{
if (skipNextTransIn)
{
skipNextTransIn = false;
if (finishTransIn != null)
{
finishTransIn();
}
return;
}
var _trans = createTransition(transIn);
_trans.setStatus(FULL);
openSubState(_trans);
_trans.finishCallback = finishTransIn;
_trans.start(OUT);
}
}
/**
* Starts the out-transition. Can be called manually at any time.
*/
public function transitionOut(?OnExit:Void->Void):Void
{
_onExit = OnExit;
if (hasTransOut)
{
var _trans = createTransition(transOut);
_trans.setStatus(EMPTY);
openSubState(_trans);
_trans.finishCallback = finishTransOut;
_trans.start(IN);
}
else
{
_onExit();
}
}
var transOutFinished:Bool = false;
var _exiting:Bool = false;
var _onExit:Void->Void;
function get_hasTransIn():Bool
{
return transIn != null && transIn.type != NONE;
}
function get_hasTransOut():Bool
{
return transOut != null && transOut.type != NONE;
}
function createTransition(data:TransitionData):Transition
{
return switch (data.type)
{
case TILES: new Transition(data);
case FADE: new Transition(data);
default: null;
}
}
function finishTransIn()
{
closeSubState();
}
function finishTransOut()
{
transOutFinished = true;
if (!_exiting)
{
closeSubState();
}
if (_onExit != null)
{
_onExit();
}
}
}

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@ -16,7 +16,6 @@ import flixel.input.keyboard.FlxKey;
import flixel.input.mouse.FlxMouseButton.FlxMouseButtonID;
import flixel.math.FlxAngle;
import flixel.math.FlxPoint;
import flixel.ui.FlxVirtualPad;
import flixel.util.FlxColor;
import flixel.util.FlxTimer;
import lime.ui.Haptic;

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@ -890,6 +890,13 @@ class FreeplayState extends MusicBeatSubState
FlxG.sound.play(Paths.sound('confirmMenu'));
dj.confirm();
if (targetSong != null)
{
// Load and cache the song's charts.
// TODO: Do this in the loading state.
targetSong.cacheCharts(true);
}
new FlxTimer().start(1, function(tmr:FlxTimer) {
LoadingState.loadAndSwitchState(new PlayState(
{

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@ -3,6 +3,7 @@ package funkin;
import flixel.FlxSprite;
import flixel.graphics.frames.FlxAtlasFrames;
import funkin.play.PlayState;
import flixel.addons.transition.FlxTransitionableState;
class GitarooPause extends MusicBeatState
{
@ -61,6 +62,8 @@ class GitarooPause extends MusicBeatState
{
if (replaySelect)
{
FlxTransitionableState.skipNextTransIn = false;
FlxTransitionableState.skipNextTransOut = false;
FlxG.switchState(new PlayState(previousParams));
}
else

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@ -191,7 +191,7 @@ class LatencyState extends MusicBeatSubState
if (FlxG.keys.pressed.D) FlxG.sound.music.time += 1000 * FlxG.elapsed;
Conductor.songPosition = swagSong.getTimeWithDiff() - Conductor.offset;
Conductor.update(swagSong.getTimeWithDiff() - Conductor.offset);
// Conductor.songPosition += (Timer.stamp() * 1000) - FlxG.sound.music.prevTimestamp;
songPosVis.x = songPosToX(Conductor.songPosition);

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@ -1,5 +1,6 @@
package funkin;
import flixel.addons.transition.FlxTransitionableSubState;
import funkin.ui.debug.DebugMenuSubState;
import flixel.FlxObject;
import flixel.FlxSprite;
@ -12,7 +13,6 @@ import flixel.input.touch.FlxTouch;
import flixel.text.FlxText;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.ui.FlxButton;
import flixel.util.FlxColor;
import flixel.util.FlxTimer;
import funkin.NGio;
@ -103,6 +103,9 @@ class MainMenuState extends MusicBeatState
createMenuItem('freeplay', 'mainmenu/freeplay', function() {
persistentDraw = true;
persistentUpdate = false;
// Freeplay has its own custom transition
FlxTransitionableSubState.skipNextTransIn = true;
FlxTransitionableSubState.skipNextTransOut = true;
openSubState(new FreeplayState());
});

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@ -3,7 +3,7 @@ package funkin;
import funkin.modding.IScriptedClass.IEventHandler;
import flixel.FlxState;
import flixel.FlxSubState;
import flixel.addons.ui.FlxUIState;
import flixel.addons.transition.FlxTransitionableState;
import flixel.text.FlxText;
import flixel.util.FlxColor;
import flixel.util.FlxSort;
@ -16,7 +16,7 @@ import funkin.util.SortUtil;
* MusicBeatState actually represents the core utility FlxState of the game.
* It includes functionality for event handling, as well as maintaining BPM-based update events.
*/
class MusicBeatState extends FlxUIState implements IEventHandler
class MusicBeatState extends FlxTransitionableState implements IEventHandler
{
var controls(get, never):Controls;

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@ -1,24 +1,28 @@
package funkin;
import flixel.addons.transition.FlxTransitionableSubState;
import flixel.FlxSubState;
import funkin.modding.IScriptedClass.IEventHandler;
import flixel.text.FlxText;
import flixel.util.FlxColor;
import funkin.modding.events.ScriptEvent;
import funkin.modding.IScriptedClass.IEventHandler;
import funkin.modding.module.ModuleHandler;
import flixel.text.FlxText;
import funkin.modding.PolymodHandler;
import funkin.util.SortUtil;
import flixel.util.FlxSort;
/**
* MusicBeatSubState reincorporates the functionality of MusicBeatState into an FlxSubState.
*/
class MusicBeatSubState extends FlxSubState implements IEventHandler
class MusicBeatSubState extends FlxTransitionableSubState implements IEventHandler
{
public var leftWatermarkText:FlxText = null;
public var rightWatermarkText:FlxText = null;
public function new(bgColor:FlxColor = FlxColor.TRANSPARENT)
{
super(bgColor);
super();
this.bgColor = bgColor;
}
var controls(get, never):Controls;
@ -57,6 +61,15 @@ class MusicBeatSubState extends FlxSubState implements IEventHandler
// This can now be used in EVERY STATE YAY!
if (FlxG.keys.justPressed.F5) debug_refreshModules();
// Display Conductor info in the watch window.
FlxG.watch.addQuick("songPosition", Conductor.songPosition);
FlxG.watch.addQuick("bpm", Conductor.bpm);
FlxG.watch.addQuick("currentMeasureTime", Conductor.currentBeatTime);
FlxG.watch.addQuick("currentBeatTime", Conductor.currentBeatTime);
FlxG.watch.addQuick("currentStepTime", Conductor.currentStepTime);
dispatchEvent(new UpdateScriptEvent(elapsed));
}
function debug_refreshModules()
@ -67,6 +80,15 @@ class MusicBeatSubState extends FlxSubState implements IEventHandler
FlxG.resetState();
}
/**
* Refreshes the state, by redoing the render order of all sprites.
* It does this based on the `zIndex` of each prop.
*/
public function refresh()
{
sort(SortUtil.byZIndex, FlxSort.ASCENDING);
}
/**
* Called when a step is hit in the current song.
* Continues outside of PlayState, for things like animations in menus.

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@ -16,14 +16,17 @@ class PauseSubState extends MusicBeatSubState
{
var grpMenuShit:FlxTypedGroup<Alphabet>;
var pauseOG:Array<String> = [
var pauseOptionsBase:Array<String> = [
'Resume',
'Restart Song',
'Change Difficulty',
'Toggle Practice Mode',
'Exit to Menu'
];
var difficultyChoices:Array<String> = ['EASY', 'NORMAL', 'HARD', 'ERECT', 'BACK'];
var pauseOptionsDifficulty:Array<String> = ['EASY', 'NORMAL', 'HARD', 'ERECT', 'BACK'];
var pauseOptionsCharting:Array<String> = ['Resume', 'Restart Song', 'Exit to Chart Editor'];
var menuItems:Array<String> = [];
var curSelected:Int = 0;
@ -36,11 +39,15 @@ class PauseSubState extends MusicBeatSubState
var bg:FlxSprite;
var metaDataGrp:FlxTypedGroup<FlxSprite>;
public function new()
var isChartingMode:Bool;
public function new(?isChartingMode:Bool = false)
{
super();
menuItems = pauseOG;
this.isChartingMode = isChartingMode;
menuItems = this.isChartingMode ? pauseOptionsCharting : pauseOptionsBase;
if (PlayStatePlaylist.campaignId == 'week6')
{
@ -180,14 +187,13 @@ class PauseSubState extends MusicBeatSubState
{
var daSelected:String = menuItems[curSelected];
// TODO: Why is this based on the menu item's name? Make this an enum or something.
switch (daSelected)
{
case 'Resume':
close();
case 'Change Difficulty':
menuItems = difficultyChoices;
menuItems = pauseOptionsDifficulty;
regenMenu();
case 'EASY' | 'NORMAL' | 'HARD' | 'ERECT':
@ -199,7 +205,7 @@ class PauseSubState extends MusicBeatSubState
close();
case 'BACK':
menuItems = pauseOG;
menuItems = this.isChartingMode ? pauseOptionsCharting : pauseOptionsBase;
regenMenu();
case 'Toggle Practice Mode':
@ -226,6 +232,11 @@ class PauseSubState extends MusicBeatSubState
if (PlayStatePlaylist.isStoryMode) openSubState(new funkin.ui.StickerSubState(null, STORY));
else
openSubState(new funkin.ui.StickerSubState(null, FREEPLAY));
case 'Exit to Chart Editor':
this.close();
if (FlxG.sound.music != null) FlxG.sound.music.stop();
PlayState.instance.close(); // This only works because PlayState is a substate!
}
}

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@ -256,7 +256,7 @@ class TitleState extends MusicBeatState
FlxTween.tween(FlxG.stage.window, {y: FlxG.stage.window.y + 100}, 0.7, {ease: FlxEase.quadInOut, type: PINGPONG});
}
if (FlxG.sound.music != null) Conductor.songPosition = FlxG.sound.music.time;
if (FlxG.sound.music != null) Conductor.update(FlxG.sound.music.time);
if (FlxG.keys.justPressed.F) FlxG.fullscreen = !FlxG.fullscreen;
// do controls.PAUSE | controls.ACCEPT instead?

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@ -11,6 +11,7 @@ using Lambda;
using StringTools;
using funkin.util.tools.ArrayTools;
using funkin.util.tools.ArraySortTools;
using funkin.util.tools.Int64Tools;
using funkin.util.tools.IteratorTools;
using funkin.util.tools.MapTools;
using funkin.util.tools.StringTools;

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@ -28,10 +28,6 @@ class PreciseInputManager extends FlxKeyManager<FlxKey, PreciseInputList>
return instance ?? (instance = new PreciseInputManager());
}
static final MS_TO_US:Int64 = 1000;
static final US_TO_NS:Int64 = 1000;
static final MS_TO_NS:Int64 = MS_TO_US * US_TO_NS;
static final DIRECTIONS:Array<NoteDirection> = [NoteDirection.LEFT, NoteDirection.DOWN, NoteDirection.UP, NoteDirection.RIGHT];
public var onInputPressed:FlxTypedSignal<PreciseInputEvent->Void>;
@ -88,6 +84,11 @@ class PreciseInputManager extends FlxKeyManager<FlxKey, PreciseInputList>
};
}
/**
* Convert from int to Int64.
*/
static final NS_PER_MS:Int64 = Constants.NS_PER_MS;
/**
* Returns a precise timestamp, measured in nanoseconds.
* Timestamp is only useful for comparing against other timestamps.
@ -101,11 +102,11 @@ class PreciseInputManager extends FlxKeyManager<FlxKey, PreciseInputList>
// NOTE: This timestamp isn't that precise on standard HTML5 builds.
// This is because of browser safeguards against timing attacks.
// See https://web.dev/coop-coep to enable headers which allow for more precise timestamps.
return js.Browser.window.performance.now() * MS_TO_NS;
return haxe.Int64.fromFloat(js.Browser.window.performance.now()) * NS_PER_MS;
#elseif cpp
// NOTE: If the game hard crashes on this line, rebuild Lime!
// `lime rebuild windows -clean`
return lime._internal.backend.native.NativeCFFI.lime_sdl_get_ticks() * MS_TO_NS;
return lime._internal.backend.native.NativeCFFI.lime_sdl_get_ticks() * NS_PER_MS;
#else
throw "Eric didn't implement precise timestamps on this platform!";
#end
@ -176,7 +177,7 @@ class PreciseInputManager extends FlxKeyManager<FlxKey, PreciseInputList>
// TODO: Remove this line with SDL3 when timestamps change meaning.
// This is because SDL3's timestamps are measured in nanoseconds, not milliseconds.
timestamp *= MS_TO_NS;
timestamp *= Constants.NS_PER_MS;
updateKeyStates(key, true);
@ -198,7 +199,7 @@ class PreciseInputManager extends FlxKeyManager<FlxKey, PreciseInputList>
// TODO: Remove this line with SDL3 when timestamps change meaning.
// This is because SDL3's timestamps are measured in nanoseconds, not milliseconds.
timestamp *= MS_TO_NS;
timestamp *= Constants.NS_PER_MS;
updateKeyStates(key, false);

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@ -31,26 +31,35 @@ class Countdown
{
countdownStep = BEFORE;
var cancelled:Bool = propagateCountdownEvent(countdownStep);
if (cancelled) return false;
if (cancelled)
{
return false;
}
// Stop any existing countdown.
stopCountdown();
PlayState.instance.isInCountdown = true;
Conductor.songPosition = Conductor.beatLengthMs * -5;
Conductor.update(PlayState.instance.startTimestamp + Conductor.beatLengthMs * -5);
// Handle onBeatHit events manually
@:privateAccess
PlayState.instance.dispatchEvent(new SongTimeScriptEvent(ScriptEvent.SONG_BEAT_HIT, 0, 0));
// @:privateAccess
// PlayState.instance.dispatchEvent(new SongTimeScriptEvent(ScriptEvent.SONG_BEAT_HIT, 0, 0));
// The timer function gets called based on the beat of the song.
countdownTimer = new FlxTimer();
countdownTimer.start(Conductor.beatLengthMs / 1000, function(tmr:FlxTimer) {
if (PlayState.instance == null)
{
tmr.cancel();
return;
}
countdownStep = decrement(countdownStep);
// Handle onBeatHit events manually
@:privateAccess
PlayState.instance.dispatchEvent(new SongTimeScriptEvent(ScriptEvent.SONG_BEAT_HIT, 0, 0));
// onBeatHit events are now properly dispatched by the Conductor even at negative timestamps,
// so calling this is no longer necessary.
// PlayState.instance.dispatchEvent(new SongTimeScriptEvent(ScriptEvent.SONG_BEAT_HIT, 0, 0));
// Countdown graphic.
showCountdownGraphic(countdownStep, isPixelStyle);
@ -61,7 +70,10 @@ class Countdown
// Event handling bullshit.
var cancelled:Bool = propagateCountdownEvent(countdownStep);
if (cancelled) pauseCountdown();
if (cancelled)
{
pauseCountdown();
}
if (countdownStep == AFTER)
{
@ -146,7 +158,7 @@ class Countdown
{
stopCountdown();
// This will trigger PlayState.startSong()
Conductor.songPosition = 0;
Conductor.update(0);
// PlayState.isInCountdown = false;
}

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@ -117,15 +117,13 @@ class GameOverSubState extends MusicBeatSubState
gameOverMusic.stop();
// The conductor now represents the BPM of the game over music.
Conductor.songPosition = 0;
Conductor.update(0);
}
var hasStartedAnimation:Bool = false;
override function update(elapsed:Float)
{
super.update(elapsed);
if (!hasStartedAnimation)
{
hasStartedAnimation = true;
@ -183,7 +181,7 @@ class GameOverSubState extends MusicBeatSubState
{
// Match the conductor to the music.
// This enables the stepHit and beatHit events.
Conductor.songPosition = gameOverMusic.time;
Conductor.update(gameOverMusic.time);
}
else
{
@ -205,12 +203,13 @@ class GameOverSubState extends MusicBeatSubState
if (boyfriend.getCurrentAnimation().startsWith('firstDeath') && boyfriend.isAnimationFinished())
{
startDeathMusic(1.0, false);
boyfriend.playAnimation('deathLoop' + animationSuffix);
}
}
}
// Dispatch the onUpdate event.
dispatchEvent(new UpdateScriptEvent(elapsed));
// Start death music before firstDeath gets replaced
super.update(elapsed);
}
/**

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@ -1,10 +1,13 @@
package funkin.play;
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.transition.FlxTransitionableState;
import flixel.FlxCamera;
import flixel.FlxObject;
@ -77,12 +80,32 @@ typedef PlayStateParams =
* @default `bf`, or the first character in the song's character list.
*/
?targetCharacter:String,
/**
* Whether the song should start in Practice Mode.
* @default `false`
*/
?practiceMode:Bool,
/**
* Whether the song should be in minimal mode.
* @default `false`
*/
?minimalMode:Bool,
/**
* If specified, the game will jump to the specified timestamp after the countdown ends.
*/
?startTimestamp:Float,
/**
* If specified, the game will not load the instrumental or vocal tracks,
* and must be loaded externally.
*/
?overrideMusic:Bool,
}
/**
* The gameplay state, where all the rhythm gaming happens.
* SubState so it can be loaded as a child of the chart editor.
*/
class PlayState extends MusicBeatState
class PlayState extends MusicBeatSubState
{
/**
* STATIC VARIABLES
@ -209,6 +232,11 @@ class PlayState extends MusicBeatState
*/
public var isPracticeMode:Bool = false;
/**
* In Minimal Mode, the stage and characters are not loaded and a standard background is used.
*/
public var isMinimalMode:Bool = false;
/**
* Whether the game is currently in an animated cutscene, and gameplay should be stopped.
*/
@ -219,6 +247,24 @@ class PlayState extends MusicBeatState
*/
public var disableKeys:Bool = false;
public var startTimestamp:Float = 0.0;
var overrideMusic:Bool = false;
public var isSubState(get, null):Bool;
function get_isSubState():Bool
{
return this._parentState != null;
}
public var isChartingMode(get, null):Bool;
function get_isChartingMode():Bool
{
return this._parentState != null && Std.isOfType(this._parentState, ChartEditorState);
}
/**
* The current dialogue.
*/
@ -275,10 +321,15 @@ class PlayState extends MusicBeatState
*/
var startingSong:Bool = false;
/**
* False until `create()` has completed.
*/
var initialized:Bool = false;
/**
* A group of audio tracks, used to play the song's vocals.
*/
var vocals:VoicesGroup;
public var vocals:VoicesGroup;
#if discord_rpc
// Discord RPC variables
@ -438,6 +489,10 @@ class PlayState extends MusicBeatState
currentSong = params.targetSong;
if (params.targetDifficulty != null) currentDifficulty = params.targetDifficulty;
if (params.targetCharacter != null) currentPlayerId = params.targetCharacter;
isPracticeMode = params.practiceMode ?? false;
isMinimalMode = params.minimalMode ?? false;
startTimestamp = params.startTimestamp ?? 0.0;
overrideMusic = params.overrideMusic ?? false;
// Don't do anything else here! Wait until create() when we attach to the camera.
}
@ -447,8 +502,6 @@ class PlayState extends MusicBeatState
*/
public override function create():Void
{
super.create();
if (instance != null)
{
// TODO: Do something in this case? IDK.
@ -458,13 +511,6 @@ class PlayState extends MusicBeatState
NoteSplash.buildSplashFrames();
if (currentSong != null)
{
// Load and cache the song's charts.
// TODO: Do this in the loading state.
currentSong.cacheCharts(true);
}
// Returns null if the song failed to load or doesn't have the selected difficulty.
if (currentSong == null || currentChart == null)
{
@ -490,7 +536,14 @@ class PlayState extends MusicBeatState
lime.app.Application.current.window.alert(message, 'Error loading PlayState');
// Force the user back to the main menu.
FlxG.switchState(new MainMenuState());
if (isSubState)
{
this.close();
}
else
{
FlxG.switchState(new MainMenuState());
}
return;
}
@ -516,24 +569,32 @@ class PlayState extends MusicBeatState
this.persistentDraw = true;
// Stop any pre-existing music.
if (FlxG.sound.music != null) FlxG.sound.music.stop();
if (!overrideMusic && FlxG.sound.music != null) FlxG.sound.music.stop();
// Prepare the current song's instrumental and vocals to be played.
if (currentChart != null)
if (!overrideMusic && currentChart != null)
{
currentChart.cacheInst(currentPlayerId);
currentChart.cacheVocals(currentPlayerId);
}
// Prepare the Conductor.
Conductor.forceBPM(null);
Conductor.mapTimeChanges(currentChart.timeChanges);
Conductor.update(-5000);
Conductor.update((Conductor.beatLengthMs * -5) + startTimestamp);
// The song is now loaded. We can continue to initialize the play state.
initCameras();
initHealthBar();
initStage();
initCharacters();
if (!isMinimalMode)
{
initStage();
initCharacters();
}
else
{
initMinimalMode();
}
initStrumlines();
// Initialize the judgements and combo meter.
@ -582,6 +643,9 @@ class PlayState extends MusicBeatState
startCountdown();
}
// Do this last to prevent beatHit from being called before create() is done.
super.create();
leftWatermarkText.cameras = [camHUD];
rightWatermarkText.cameras = [camHUD];
@ -592,6 +656,8 @@ class PlayState extends MusicBeatState
FlxG.console.registerObject('playState', this);
#end
initialized = true;
}
public override function update(elapsed:Float):Void
@ -629,7 +695,7 @@ class PlayState extends MusicBeatState
FlxG.sound.music.pause();
vocals.pause();
FlxG.sound.music.time = 0;
FlxG.sound.music.time = (startTimestamp);
vocals.time = 0;
FlxG.sound.music.volume = 1;
@ -637,7 +703,7 @@ class PlayState extends MusicBeatState
vocals.playerVolume = 1;
vocals.opponentVolume = 1;
currentStage.resetStage();
if (currentStage != null) currentStage.resetStage();
playerStrumline.vwooshNotes();
opponentStrumline.vwooshNotes();
@ -666,8 +732,8 @@ class PlayState extends MusicBeatState
{
if (isInCountdown)
{
Conductor.songPosition += elapsed * 1000;
if (Conductor.songPosition >= 0) startSong();
Conductor.update(Conductor.songPosition + elapsed * 1000);
if (Conductor.songPosition >= startTimestamp) startSong();
}
}
else
@ -712,7 +778,7 @@ class PlayState extends MusicBeatState
// There is a 1/1000 change to use a special pause menu.
// This prevents the player from resuming, but that's the point.
// It's a reference to Gitaroo Man, which doesn't let you pause the game.
if (event.gitaroo)
if (!isSubState && event.gitaroo)
{
FlxG.switchState(new GitarooPause(
{
@ -731,8 +797,10 @@ class PlayState extends MusicBeatState
boyfriendPos = currentStage.getBoyfriend().getScreenPosition();
}
var pauseSubState:FlxSubState = new PauseSubState();
var pauseSubState:FlxSubState = new PauseSubState(isChartingMode);
FlxTransitionableSubState.skipNextTransIn = true;
FlxTransitionableSubState.skipNextTransOut = true;
openSubState(pauseSubState);
pauseSubState.camera = camHUD;
// boyfriendPos.put(); // TODO: Why is this here?
@ -807,6 +875,8 @@ class PlayState extends MusicBeatState
#end
var gameOverSubState = new GameOverSubState();
FlxTransitionableSubState.skipNextTransIn = true;
FlxTransitionableSubState.skipNextTransOut = true;
openSubState(gameOverSubState);
#if discord_rpc
@ -827,6 +897,13 @@ class PlayState extends MusicBeatState
trace('Found ${songEventsToActivate.length} event(s) to activate.');
for (event in songEventsToActivate)
{
// If an event is trying to play, but it's over 5 seconds old, skip it.
if (event.time - Conductor.songPosition < -5000)
{
event.activated = true;
continue;
};
var eventEvent:SongEventScriptEvent = new SongEventScriptEvent(event);
dispatchEvent(eventEvent);
// Calling event.cancelEvent() skips the event. Neat!
@ -846,9 +923,6 @@ class PlayState extends MusicBeatState
// Moving notes into position is now done by Strumline.update().
processNotes(elapsed);
// Dispatch the onUpdate event to scripted elements.
dispatchEvent(new UpdateScriptEvent(elapsed));
}
public override function dispatchEvent(event:ScriptEvent):Void
@ -882,7 +956,7 @@ class PlayState extends MusicBeatState
{
// If there is a substate which requires the game to continue,
// then make this a condition.
var shouldPause = true;
var shouldPause = (Std.isOfType(subState, PauseSubState) || Std.isOfType(subState, GameOverSubState));
if (shouldPause)
{
@ -896,6 +970,7 @@ class PlayState extends MusicBeatState
// Pause the countdown.
Countdown.pauseCountdown();
}
else {}
super.openSubState(subState);
}
@ -906,7 +981,7 @@ class PlayState extends MusicBeatState
*/
public override function closeSubState():Void
{
if (isGamePaused)
if (Std.isOfType(subState, PauseSubState))
{
var event:ScriptEvent = new ScriptEvent(ScriptEvent.RESUME, true);
@ -914,6 +989,9 @@ class PlayState extends MusicBeatState
if (event.eventCanceled) return;
// Resume
FlxG.sound.music.play();
if (FlxG.sound.music != null && !startingSong && !isInCutscene) resyncVocals();
// Resume the countdown.
@ -931,6 +1009,10 @@ class PlayState extends MusicBeatState
}
#end
}
else if (Std.isOfType(subState, Transition))
{
// Do nothing.
}
super.closeSubState();
}
@ -1029,12 +1111,15 @@ class PlayState extends MusicBeatState
override function stepHit():Bool
{
if (criticalFailure) return false;
if (criticalFailure || !initialized) return false;
// super.stepHit() returns false if a module cancelled the event.
if (!super.stepHit()) return false;
if (FlxG.sound.music != null
if (isGamePaused) return false;
if (!startingSong
&& FlxG.sound.music != null
&& (Math.abs(FlxG.sound.music.time - (Conductor.songPosition - Conductor.offset)) > 200
|| Math.abs(vocals.checkSyncError(Conductor.songPosition - Conductor.offset)) > 200))
{
@ -1052,11 +1137,13 @@ class PlayState extends MusicBeatState
override function beatHit():Bool
{
if (criticalFailure) return false;
if (criticalFailure || !initialized) return false;
// super.beatHit() returns false if a module cancelled the event.
if (!super.beatHit()) return false;
if (isGamePaused) return false;
if (generatedMusic)
{
// TODO: Sort more efficiently, or less often, to improve performance.
@ -1209,6 +1296,19 @@ class PlayState extends MusicBeatState
loadStage(currentStageId);
}
function initMinimalMode():Void
{
// Create the green background.
var menuBG = new FlxSprite().loadGraphic(Paths.image('menuDesat'));
menuBG.color = 0xFF4CAF50;
menuBG.setGraphicSize(Std.int(menuBG.width * 1.1));
menuBG.updateHitbox();
menuBG.screenCenter();
menuBG.scrollFactor.set(0, 0);
menuBG.zIndex = -1000;
add(menuBG);
}
/**
* Loads stage data from cache, assembles the props,
* and adds it to the state.
@ -1453,12 +1553,16 @@ class PlayState extends MusicBeatState
trace('Song difficulty could not be loaded.');
}
Conductor.forceBPM(currentChart.getStartingBPM());
// Conductor.forceBPM(currentChart.getStartingBPM());
vocals = currentChart.buildVocals(currentPlayerId);
if (vocals.members.length == 0)
if (!overrideMusic)
{
trace('WARNING: No vocals found for this song.');
vocals = currentChart.buildVocals(currentPlayerId);
if (vocals.members.length == 0)
{
trace('WARNING: No vocals found for this song.');
}
}
regenNoteData();
@ -1469,7 +1573,7 @@ class PlayState extends MusicBeatState
/**
* Read note data from the chart and generate the notes.
*/
function regenNoteData():Void
function regenNoteData(startTime:Float = 0):Void
{
Highscore.tallies.combo = 0;
Highscore.tallies = new Tallies();
@ -1485,6 +1589,8 @@ class PlayState extends MusicBeatState
for (songNote in currentChart.notes)
{
var strumTime:Float = songNote.time;
if (strumTime < startTime) continue; // Skip notes that are before the start time.
var noteData:Int = songNote.getDirection();
var playerNote:Bool = true;
@ -1565,20 +1671,29 @@ class PlayState extends MusicBeatState
startingSong = false;
if (!isGamePaused && currentChart != null)
if (!overrideMusic && !isGamePaused && currentChart != null)
{
currentChart.playInst(1.0, false);
}
FlxG.sound.music.onComplete = endSong;
FlxG.sound.music.play();
FlxG.sound.music.time = startTimestamp;
trace('Playing vocals...');
add(vocals);
vocals.play();
resyncVocals();
#if discord_rpc
// Updating Discord Rich Presence (with Time Left)
DiscordClient.changePresence(detailsText, '${currentChart.songName} ($storyDifficultyText)', iconRPC, true, currentSongLengthMs);
#end
if (startTimestamp > 0)
{
FlxG.sound.music.time = startTimestamp;
handleSkippedNotes();
}
}
/**
@ -1588,13 +1703,16 @@ class PlayState extends MusicBeatState
{
if (_exiting || vocals == null) return;
// Skip this if the music is paused (GameOver, Pause menu, etc.)
if (!FlxG.sound.music.playing) return;
vocals.pause();
FlxG.sound.music.play();
Conductor.update();
vocals.time = FlxG.sound.music.time;
vocals.play();
vocals.play(false, FlxG.sound.music.time);
}
/**
@ -1619,6 +1737,8 @@ class PlayState extends MusicBeatState
*/
function onKeyPress(event:PreciseInputEvent):Void
{
if (isGamePaused) return;
// Do the minimal possible work here.
inputPressQueue.push(event);
}
@ -1628,6 +1748,8 @@ class PlayState extends MusicBeatState
*/
function onKeyRelease(event:PreciseInputEvent):Void
{
if (isGamePaused) return;
// Do the minimal possible work here.
inputReleaseQueue.push(event);
}
@ -1761,6 +1883,7 @@ class PlayState extends MusicBeatState
// Judge the miss.
// NOTE: This is what handles the scoring.
trace('Missed note! ${note.noteData}');
onNoteMiss(note);
note.handledMiss = true;
@ -1790,6 +1913,25 @@ class PlayState extends MusicBeatState
*/
var inputSpitter:Array<ScoreInput> = [];
function handleSkippedNotes():Void
{
for (note in playerStrumline.notes.members)
{
if (note == null || note.hasBeenHit) continue;
var hitWindowEnd = note.strumTime + Constants.HIT_WINDOW_MS;
if (Conductor.songPosition > hitWindowEnd)
{
// We have passed this note.
// Flag the note for deletion without actually penalizing the player.
note.handledMiss = true;
}
}
playerStrumline.handleSkippedNotes();
opponentStrumline.handleSkippedNotes();
}
/**
* PreciseInputEvents are put into a queue between update() calls,
* and then processed here.
@ -1851,6 +1993,7 @@ class PlayState extends MusicBeatState
if (targetNote == null) continue;
// Judge and hit the note.
trace('Hit note! ${targetNote.noteData}');
goodNoteHit(targetNote, input);
targetNote.visible = false;
@ -2018,11 +2161,10 @@ class PlayState extends MusicBeatState
if (event.eventCanceled) return;
health -= Constants.HEALTH_MISS_PENALTY;
songScore -= 10;
if (!isPracticeMode)
{
songScore -= 10;
// messy copy paste rn lol
var pressArray:Array<Bool> = [
controls.NOTE_LEFT_P,
@ -2093,11 +2235,10 @@ class PlayState extends MusicBeatState
if (event.eventCanceled) return;
health += event.healthChange;
songScore += event.scoreChange;
if (!isPracticeMode)
{
songScore += event.scoreChange;
var pressArray:Array<Bool> = [
controls.NOTE_LEFT_P,
controls.NOTE_DOWN_P,
@ -2139,6 +2280,7 @@ class PlayState extends MusicBeatState
if (FlxG.keys.justPressed.H) camHUD.visible = !camHUD.visible;
#end
// Eject button
if (FlxG.keys.justPressed.F4) FlxG.switchState(new MainMenuState());
if (FlxG.keys.justPressed.F5) debug_refreshModules();
@ -2170,18 +2312,21 @@ class PlayState extends MusicBeatState
}
// 8: Move to the offset editor.
if (FlxG.keys.justPressed.EIGHT) FlxG.switchState(new funkin.ui.animDebugShit.DebugBoundingState());
if (FlxG.keys.justPressed.EIGHT)
{
lime.app.Application.current.window.alert("Press ~ on the main menu to get to the editor", 'LOL');
}
// 9: Toggle the old icon.
if (FlxG.keys.justPressed.NINE) iconP1.toggleOldIcon();
#if debug
// PAGEUP: Skip forward one section.
// SHIFT+PAGEUP: Skip forward ten sections.
if (FlxG.keys.justPressed.PAGEUP) changeSection(FlxG.keys.pressed.SHIFT ? 10 : 1);
// PAGEDOWN: Skip backward one section. Doesn't replace notes.
// SHIFT+PAGEDOWN: Skip backward ten sections.
if (FlxG.keys.justPressed.PAGEDOWN) changeSection(FlxG.keys.pressed.SHIFT ? -10 : -1);
// PAGEUP: Skip forward two sections.
// SHIFT+PAGEUP: Skip forward twenty sections.
if (FlxG.keys.justPressed.PAGEUP) changeSection(FlxG.keys.pressed.SHIFT ? 20 : 2);
// PAGEDOWN: Skip backward two section. Doesn't replace notes.
// SHIFT+PAGEDOWN: Skip backward twenty sections.
if (FlxG.keys.justPressed.PAGEDOWN) changeSection(FlxG.keys.pressed.SHIFT ? -20 : -2);
#end
if (FlxG.keys.justPressed.B) trace(inputSpitter.join('\n'));
@ -2232,11 +2377,10 @@ class PlayState extends MusicBeatState
playerStrumline.playNoteSplash(daNote.noteData.getDirection());
}
// Only add the score if you're not on practice mode
songScore += score;
if (!isPracticeMode)
{
songScore += score;
// TODO: Input splitter uses old input system, make it pull from the precise input queue directly.
var pressArray:Array<Bool> = [
controls.NOTE_LEFT_P,
@ -2391,7 +2535,14 @@ class PlayState extends MusicBeatState
// FlxG.save.data.weekUnlocked = StoryMenuState.weekUnlocked;
FlxG.save.flush();
moveToResultsScreen();
if (isSubState)
{
this.close();
}
else
{
moveToResultsScreen();
}
}
else
{
@ -2445,10 +2596,24 @@ class PlayState extends MusicBeatState
}
else
{
moveToResultsScreen();
if (isSubState)
{
this.close();
}
else
{
moveToResultsScreen();
}
}
}
public override function close():Void
{
criticalFailure = true; // Stop game updates.
performCleanup();
super.close();
}
/**
* Perform necessary cleanup before leaving the PlayState.
*/
@ -2459,6 +2624,19 @@ class PlayState extends MusicBeatState
// TODO: Uncache the song.
}
if (!overrideMusic)
{
// Stop the music.
FlxG.sound.music.pause();
vocals.stop();
}
else
{
FlxG.sound.music.pause();
vocals.pause();
remove(vocals);
}
// Remove reference to stage and remove sprites from it to save memory.
if (currentStage != null)
{
@ -2559,6 +2737,7 @@ class PlayState extends MusicBeatState
FlxG.camera.follow(cameraFollowPoint, LOCKON, 0.04);
FlxG.camera.targetOffset.set();
FlxG.camera.zoom = defaultCameraZoom;
// Snap the camera to the follow point immediately.
FlxG.camera.focusOn(cameraFollowPoint.getPosition());
}
@ -2572,30 +2751,16 @@ class PlayState extends MusicBeatState
{
FlxG.sound.music.pause();
FlxG.sound.music.time += sections * Conductor.measureLengthMs;
var targetTimeSteps:Float = Conductor.currentStepTime + (Conductor.timeSignatureNumerator * Constants.STEPS_PER_BEAT * sections);
var targetTimeMs:Float = Conductor.getStepTimeInMs(targetTimeSteps);
FlxG.sound.music.time = targetTimeMs;
handleSkippedNotes();
// regenNoteData(FlxG.sound.music.time);
Conductor.update(FlxG.sound.music.time);
/**
*
// TODO: Redo this for the new conductor.
var daBPM:Float = Conductor.bpm;
var daPos:Float = 0;
for (i in 0...(Std.int(Conductor.currentStep / 16 + sec)))
{
var section = .getSong()[i];
if (section == null) continue;
if (section.changeBPM)
{
daBPM = .getSong()[i].bpm;
}
daPos += 4 * (1000 * 60 / daBPM);
}
Conductor.songPosition = FlxG.sound.music.time = daPos;
Conductor.songPosition += Conductor.offset;
*/
resyncVocals();
}
#end

View File

@ -227,13 +227,16 @@ class BaseCharacter extends Bopper
public function resetCharacter(resetCamera:Bool = true):Void
{
// Reset the animation offsets. This will modify x and y to be the absolute position of the character.
this.animOffsets = [0, 0];
// this.animOffsets = [0, 0];
// Now we can set the x and y to be their original values without having to account for animOffsets.
this.resetPosition();
// Make sure we are playing the idle animation (to reapply animOffsets)...
// Then reapply animOffsets...
// applyAnimationOffsets(getCurrentAnimation());
this.dance(true); // Force to avoid the old animation playing with the wrong offset at the start of the song.
// Make sure we are playing the idle animation
// ...then update the hitbox so that this.width and this.height are correct.
this.updateHitbox();
@ -344,7 +347,7 @@ class BaseCharacter extends Bopper
if (isDead)
{
playDeathAnimation();
// playDeathAnimation();
return;
}
@ -392,20 +395,6 @@ class BaseCharacter extends Bopper
FlxG.watch.addQuick('holdTimer-${characterId}', holdTimer);
}
/**
* Since no `onBeatHit` or `dance` calls happen in GameOverSubState,
* this regularly gets called instead.
*
* @param force Force the deathLoop animation to play, even if `firstDeath` is still playing.
*/
public function playDeathAnimation(force:Bool = false):Void
{
if (force || (getCurrentAnimation().startsWith('firstDeath') && isAnimationFinished()))
{
playAnimation('deathLoop' + GameOverSubState.animationSuffix);
}
}
public function isSinging():Bool
{
return getCurrentAnimation().startsWith('sing');

View File

@ -58,7 +58,12 @@ class Strumline extends FlxSpriteGroup
final noteStyle:NoteStyle;
/**
* The note data for the song. Should NOT be altered after the song starts,
* so we can easily rewind.
*/
var noteData:Array<SongNoteData> = [];
var nextNoteIndex:Int = -1;
var heldKeys:Array<Bool> = [];
@ -279,14 +284,22 @@ class Strumline extends FlxSpriteGroup
{
if (noteData.length == 0) return;
var songStart:Float = PlayState.instance.startTimestamp ?? 0.0;
var hitWindowStart:Float = Conductor.songPosition - Constants.HIT_WINDOW_MS;
var renderWindowStart:Float = Conductor.songPosition + RENDER_DISTANCE_MS;
for (noteIndex in nextNoteIndex...noteData.length)
{
var note:Null<SongNoteData> = noteData[noteIndex];
if (note == null) continue;
if (note.time > renderWindowStart) break;
if (note == null) continue; // Note is blank
if (note.time < songStart || note.time < hitWindowStart)
{
// Note is in the past, skip it.
nextNoteIndex = noteIndex + 1;
continue;
}
if (note.time > renderWindowStart) break; // Note is too far ahead to render
var noteSprite = buildNoteSprite(note);
@ -295,7 +308,7 @@ class Strumline extends FlxSpriteGroup
noteSprite.holdNoteSprite = buildHoldNoteSprite(note);
}
nextNoteIndex++; // Increment the nextNoteIndex rather than splicing the array, because splicing is slow.
nextNoteIndex = noteIndex + 1; // Increment the nextNoteIndex rather than splicing the array, because splicing is slow.
}
// Update rendering of notes.
@ -433,6 +446,17 @@ class Strumline extends FlxSpriteGroup
}
}
/**
* Called when the PlayState skips a large amount of time forward or backward.
*/
public function handleSkippedNotes():Void
{
// By calling clean(), we remove all existing notes so they can be re-added.
clean();
// By setting noteIndex to 0, the next update will skip past all the notes that are in the past.
nextNoteIndex = 0;
}
public function onBeatHit():Void
{
if (notes.members.length > 1) notes.members.insertionSort(compareNoteSprites.bind(FlxSort.ASCENDING));
@ -485,6 +509,13 @@ class Strumline extends FlxSpriteGroup
if (cover == null) continue;
cover.kill();
}
heldKeys = [false, false, false, false];
for (dir in DIRECTIONS)
{
playStatic(dir);
}
}
public function applyNoteData(data:Array<SongNoteData>):Void

View File

@ -39,7 +39,11 @@ class Song implements IPlayStateScriptedClass
var difficultyIds:Array<String>;
public function new(id:String)
/**
* @param id The ID of the song to load.
* @param ignoreErrors If false, an exception will be thrown if the song data could not be loaded.
*/
public function new(id:String, ignoreErrors:Bool = false)
{
this.songId = id;
@ -47,13 +51,49 @@ class Song implements IPlayStateScriptedClass
difficultyIds = [];
difficulties = new Map<String, SongDifficulty>();
_metadata = SongDataParser.loadSongMetadata(songId);
if (_metadata == null || _metadata.length == 0)
try
{
_metadata = SongDataParser.loadSongMetadata(songId);
}
catch (e)
{
_metadata = [];
}
if (_metadata.length == 0 && !ignoreErrors)
{
throw 'Could not find song data for songId: $songId';
}
else
{
populateFromMetadata();
}
}
populateFromMetadata();
@:allow(funkin.play.song.Song)
public static function buildRaw(songId:String, metadata:Array<SongMetadata>, variations:Array<String>, charts:Map<String, SongChartData>,
?validScore:Bool = false):Song
{
var result:Song = new Song(songId, true);
result._metadata.clear();
for (meta in metadata)
result._metadata.push(meta);
result.variations.clear();
for (vari in variations)
result.variations.push(vari);
result.difficultyIds.clear();
result.populateFromMetadata();
for (variation => chartData in charts)
result.applyChartData(chartData, variation);
result.validScore = validScore;
return result;
}
public function getRawMetadata():Array<SongMetadata>
@ -67,6 +107,8 @@ class Song implements IPlayStateScriptedClass
*/
function populateFromMetadata():Void
{
if (_metadata == null || _metadata.length == 0) return;
// Variations may have different artist, time format, generatedBy, etc.
for (metadata in _metadata)
{
@ -119,28 +161,33 @@ class Song implements IPlayStateScriptedClass
for (variation in variations)
{
var chartData:SongChartData = SongDataParser.parseSongChartData(songId, variation);
var chartNotes = chartData.notes;
for (diffId in chartNotes.keys())
{
// Retrieve the cached difficulty data.
var difficulty:Null<SongDifficulty> = difficulties.get(diffId);
if (difficulty == null)
{
trace('Fabricated new difficulty for $diffId.');
difficulty = new SongDifficulty(this, diffId, variation);
difficulties.set(diffId, difficulty);
}
// Add the chart data to the difficulty.
difficulty.notes = chartData.notes.get(diffId);
difficulty.scrollSpeed = chartData.getScrollSpeed(diffId);
difficulty.events = chartData.events;
}
applyChartData(chartData, variation);
}
trace('Done caching charts.');
}
function applyChartData(chartData:SongChartData, variation:String):Void
{
var chartNotes = chartData.notes;
for (diffId in chartNotes.keys())
{
// Retrieve the cached difficulty data.
var difficulty:Null<SongDifficulty> = difficulties.get(diffId);
if (difficulty == null)
{
trace('Fabricated new difficulty for $diffId.');
difficulty = new SongDifficulty(this, diffId, variation);
difficulties.set(diffId, difficulty);
}
// Add the chart data to the difficulty.
difficulty.notes = chartData.notes.get(diffId);
difficulty.scrollSpeed = chartData.getScrollSpeed(diffId);
difficulty.events = chartData.events;
}
}
/**
* Retrieve the metadata for a specific difficulty, including the chart if it is loaded.
* @param diffId The difficulty ID, such as `easy` or `hard`.

View File

@ -205,7 +205,7 @@ class SongDataParser
static function loadMusicMetadataFile(musicPath:String, variation:String = ''):String
{
var musicMetadataFilePath:String = (variation != '') ? Paths.file('$MUSIC_DATA_PATH$musicPath/$musicPath-metadata-$variation.json') : Paths.file('$MUSIC_DATA_PATH$musicPath/$musicPath-metadata.json');
var musicMetadataFilePath:String = (variation != '' || variation == "default") ? Paths.file('$MUSIC_DATA_PATH$musicPath/$musicPath-metadata-$variation.json') : Paths.file('$MUSIC_DATA_PATH$musicPath/$musicPath-metadata.json');
var rawJson:String = Assets.getText(musicMetadataFilePath).trim();
@ -245,7 +245,7 @@ class SongDataParser
static function loadSongChartDataFile(songPath:String, variation:String = ''):String
{
var songChartDataFilePath:String = (variation != '') ? Paths.json('$SONG_DATA_PATH$songPath/$songPath-chart-$variation') : Paths.json('$SONG_DATA_PATH$songPath/$songPath-chart');
var songChartDataFilePath:String = (variation != '' || variation == 'default') ? Paths.json('$SONG_DATA_PATH$songPath/$songPath-chart-$variation') : Paths.json('$SONG_DATA_PATH$songPath/$songPath-chart');
var rawJson:String = Assets.getText(songChartDataFilePath).trim();

View File

@ -158,8 +158,11 @@ class Bopper extends StageProp implements IPlayStateScriptedClass
*/
public function resetPosition()
{
this.x = originalPosition.x + animOffsets[0];
this.y = originalPosition.y + animOffsets[1];
var oldAnimOffsets = [animOffsets[0], animOffsets[1]];
animOffsets = [0, 0];
this.x = originalPosition.x;
this.y = originalPosition.y;
animOffsets = oldAnimOffsets;
}
function update_shouldAlternate():Void
@ -200,10 +203,12 @@ class Bopper extends StageProp implements IPlayStateScriptedClass
{
if (hasDanced)
{
trace('DanceRight (alternate)');
playAnimation('danceRight$idleSuffix', forceRestart);
}
else
{
trace('DanceLeft (alternate)');
playAnimation('danceLeft$idleSuffix', forceRestart);
}
hasDanced = !hasDanced;

View File

@ -78,6 +78,10 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass
if (getBoyfriend() != null)
{
getBoyfriend().resetCharacter(true);
// Reapply the camera offsets.
var charData = _data.characters.bf;
getBoyfriend().cameraFocusPoint.x += charData.cameraOffsets[0];
getBoyfriend().cameraFocusPoint.y += charData.cameraOffsets[1];
}
else
{
@ -86,10 +90,18 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass
if (getGirlfriend() != null)
{
getGirlfriend().resetCharacter(true);
// Reapply the camera offsets.
var charData = _data.characters.gf;
getGirlfriend().cameraFocusPoint.x += charData.cameraOffsets[0];
getGirlfriend().cameraFocusPoint.y += charData.cameraOffsets[1];
}
if (getDad() != null)
{
getDad().resetCharacter(true);
// Reapply the camera offsets.
var charData = _data.characters.dad;
getDad().cameraFocusPoint.x += charData.cameraOffsets[0];
getDad().cameraFocusPoint.y += charData.cameraOffsets[1];
}
// Reset positions of named props.
@ -216,8 +228,12 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass
{
cast(propSprite, Bopper).setAnimationOffsets(propAnim.name, propAnim.offsets[0], propAnim.offsets[1]);
}
cast(propSprite, Bopper).originalPosition.x = dataProp.position[0];
cast(propSprite, Bopper).originalPosition.y = dataProp.position[1];
if (!Std.isOfType(propSprite, BaseCharacter))
{
cast(propSprite, Bopper).originalPosition.x = dataProp.position[0];
cast(propSprite, Bopper).originalPosition.y = dataProp.position[1];
}
}
if (dataProp.startingAnimation != null)
@ -225,7 +241,11 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass
propSprite.animation.play(dataProp.startingAnimation);
}
if (Std.isOfType(propSprite, Bopper))
if (Std.isOfType(propSprite, BaseCharacter))
{
// Character stuff.
}
else if (Std.isOfType(propSprite, Bopper))
{
addBopper(cast propSprite, dataProp.name);
}
@ -357,8 +377,12 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass
character.x = charData.position[0] - character.characterOrigin.x + character.globalOffsets[0];
character.y = charData.position[1] - character.characterOrigin.y + character.globalOffsets[1];
character.originalPosition.x = character.x;
character.originalPosition.y = character.y;
@:privateAccess(funkin.play.stage.Bopper)
{
// Undo animOffsets before saving original position.
character.originalPosition.x = character.x + character.animOffsets[0];
character.originalPosition.y = character.y + character.animOffsets[1];
}
character.cameraFocusPoint.x += charData.cameraOffsets[0];
character.cameraFocusPoint.y += charData.cameraOffsets[1];
@ -674,6 +698,27 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass
}
}
public override function kill()
{
_skipTransformChildren = true;
alive = false;
exists = false;
_skipTransformChildren = false;
if (group != null) group.kill();
}
public override function remove(Sprite:FlxSprite, Splice:Bool = false):FlxSprite
{
var sprite:FlxSprite = cast Sprite;
sprite.x -= x;
sprite.y -= y;
// alpha
sprite.cameras = null;
if (group != null) group.remove(Sprite, Splice);
return Sprite;
}
public function onScriptEvent(event:ScriptEvent) {}
public function onPause(event:PauseScriptEvent) {}

View File

@ -1,5 +1,6 @@
package funkin.ui.debug;
import flixel.math.FlxPoint;
import flixel.FlxObject;
import flixel.FlxSprite;
import funkin.MusicBeatSubState;
@ -48,6 +49,9 @@ class DebugMenuSubState extends MusicBeatSubState
createItem("ANIMATION EDITOR", openAnimationEditor);
createItem("STAGE EDITOR", openStageEditor);
createItem("TEST STICKERS", testStickers);
FlxG.camera.focusOn(new FlxPoint(camFocusPoint.x, camFocusPoint.y));
FlxG.camera.focusOn(new FlxPoint(camFocusPoint.x, camFocusPoint.y + 500));
}
function onMenuChange(selected:TextMenuItem)

View File

@ -986,6 +986,8 @@ class ChartEditorDialogHandler
state.isHaxeUIDialogOpen = false;
};
dialog.zIndex = 1000;
return dialog;
}
}

View File

@ -40,7 +40,7 @@ class ChartEditorNotePreview extends FlxSprite
*/
function buildBackground():Void
{
makeGraphic(WIDTH, 0, BG_COLOR);
makeGraphic(WIDTH, previewHeight, BG_COLOR);
}
/**

View File

@ -2,8 +2,11 @@ package funkin.ui.debug.charting;
import flixel.addons.display.FlxSliceSprite;
import flixel.addons.display.FlxTiledSprite;
import flixel.FlxCamera;
import flixel.FlxSprite;
import flixel.FlxSubState;
import flixel.group.FlxSpriteGroup;
import flixel.addons.transition.FlxTransitionableState;
import flixel.input.keyboard.FlxKey;
import flixel.math.FlxPoint;
import flixel.math.FlxRect;
@ -25,6 +28,7 @@ import funkin.play.character.BaseCharacter.CharacterType;
import funkin.play.HealthIcon;
import funkin.play.notes.NoteSprite;
import funkin.play.notes.Strumline;
import funkin.play.PlayState;
import funkin.play.song.Song;
import funkin.play.song.SongData.SongChartData;
import funkin.play.song.SongData.SongDataParser;
@ -374,7 +378,7 @@ class ChartEditorState extends HaxeUIState
/**
* Whether to play a metronome sound while the playhead is moving.
*/
var shouldPlayMetronome:Bool = true;
var isMetronomeEnabled:Bool = true;
/**
* Use the tool window to affect how the user interacts with the program.
@ -413,6 +417,11 @@ class ChartEditorState extends HaxeUIState
return isViewDownscroll;
}
/**
* If true, playtesting a chart will skip to the current playhead position.
*/
var playtestStartTime:Bool = false;
/**
* Whether hitsounds are enabled for at least one character.
*/
@ -894,7 +903,7 @@ class ChartEditorState extends HaxeUIState
function get_currentSongId():String
{
return currentSongName.toLowerKebabCase();
return currentSongName.toLowerKebabCase().replace('.', '').replace(' ', '-');
}
var currentSongArtist(get, set):String;
@ -1074,6 +1083,13 @@ class ChartEditorState extends HaxeUIState
override function create():Void
{
// super.create() must be called first, the HaxeUI components get created here.
super.create();
// Set the z-index of the HaxeUI.
this.component.zIndex = 100;
fixCamera();
// Get rid of any music from the previous state.
FlxG.sound.music.stop();
@ -1088,8 +1104,6 @@ class ChartEditorState extends HaxeUIState
buildNotePreview();
buildSelectionBox();
// Add the HaxeUI components after the grid so they're on top.
super.create();
buildAdditionalUI();
// Setup the onClick listeners for the UI after it's been created.
@ -1098,6 +1112,8 @@ class ChartEditorState extends HaxeUIState
setupAutoSave();
refresh();
ChartEditorDialogHandler.openWelcomeDialog(this, false);
}
@ -1127,6 +1143,7 @@ class ChartEditorState extends HaxeUIState
menuBG.updateHitbox();
menuBG.screenCenter();
menuBG.scrollFactor.set(0, 0);
menuBG.zIndex = -100;
}
/**
@ -1138,28 +1155,33 @@ class ChartEditorState extends HaxeUIState
gridTiledSprite.x = FlxG.width / 2 - GRID_SIZE * STRUMLINE_SIZE; // Center the grid.
gridTiledSprite.y = MENU_BAR_HEIGHT + GRID_TOP_PAD; // Push down to account for the menu bar.
add(gridTiledSprite);
gridTiledSprite.zIndex = 10;
gridGhostNote = new ChartEditorNoteSprite(this);
gridGhostNote.alpha = 0.6;
gridGhostNote.noteData = new SongNoteData(0, 0, 0, "");
gridGhostNote.visible = false;
add(gridGhostNote);
gridGhostNote.zIndex = 11;
gridGhostEvent = new ChartEditorEventSprite(this);
gridGhostEvent.alpha = 0.6;
gridGhostEvent.eventData = new SongEventData(-1, '', {});
gridGhostEvent.visible = false;
add(gridGhostEvent);
gridGhostEvent.zIndex = 12;
buildNoteGroup();
gridPlayheadScrollArea = new FlxSprite(gridTiledSprite.x - PLAYHEAD_SCROLL_AREA_WIDTH,
MENU_BAR_HEIGHT).makeGraphic(PLAYHEAD_SCROLL_AREA_WIDTH, FlxG.height - MENU_BAR_HEIGHT, PLAYHEAD_SCROLL_AREA_COLOR);
add(gridPlayheadScrollArea);
gridPlayheadScrollArea.zIndex = 25;
// The playhead that show the current position in the song.
gridPlayhead = new FlxSpriteGroup();
add(gridPlayhead);
gridPlayhead.zIndex = 30;
var playheadWidth:Int = GRID_SIZE * (STRUMLINE_SIZE * 2 + 1) + (PLAYHEAD_SCROLL_AREA_WIDTH * 2);
var playheadBaseYPos:Float = MENU_BAR_HEIGHT + GRID_TOP_PAD;
@ -1175,26 +1197,29 @@ class ChartEditorState extends HaxeUIState
gridPlayhead.add(playheadBlock);
// Character icons.
healthIconDad = new HealthIcon('dad');
healthIconDad = new HealthIcon(currentSongCharacterOpponent);
healthIconDad.autoUpdate = false;
healthIconDad.size.set(0.5, 0.5);
healthIconDad.x = gridTiledSprite.x - 15 - (HealthIcon.HEALTH_ICON_SIZE * 0.5);
healthIconDad.y = gridTiledSprite.y + 5;
add(healthIconDad);
healthIconDad.zIndex = 30;
healthIconBF = new HealthIcon('bf');
healthIconBF = new HealthIcon(currentSongCharacterPlayer);
healthIconBF.autoUpdate = false;
healthIconBF.size.set(0.5, 0.5);
healthIconBF.x = gridTiledSprite.x + GRID_SIZE * (STRUMLINE_SIZE * 2 + 1) + 15;
healthIconBF.y = gridTiledSprite.y + 5;
healthIconBF.flipX = true;
add(healthIconBF);
healthIconBF.zIndex = 30;
}
function buildSelectionBox():Void
{
selectionBoxSprite.scrollFactor.set(0, 0);
add(selectionBoxSprite);
selectionBoxSprite.zIndex = 30;
setSelectionBoxBounds();
}
@ -1222,7 +1247,8 @@ class ChartEditorState extends HaxeUIState
var height:Int = FlxG.height - MENU_BAR_HEIGHT - GRID_TOP_PAD - 200;
notePreview = new ChartEditorNotePreview(height);
notePreview.y = MENU_BAR_HEIGHT + GRID_TOP_PAD;
add(notePreview);
// TODO: Re-enable.
// add(notePreview);
}
function buildSpectrogram(target:FlxSound):Void
@ -1243,18 +1269,22 @@ class ChartEditorState extends HaxeUIState
renderedHoldNotes = new FlxTypedSpriteGroup<ChartEditorHoldNoteSprite>();
renderedHoldNotes.setPosition(gridTiledSprite.x, gridTiledSprite.y);
add(renderedHoldNotes);
renderedHoldNotes.zIndex = 24;
renderedNotes = new FlxTypedSpriteGroup<ChartEditorNoteSprite>();
renderedNotes.setPosition(gridTiledSprite.x, gridTiledSprite.y);
add(renderedNotes);
renderedNotes.zIndex = 25;
renderedEvents = new FlxTypedSpriteGroup<ChartEditorEventSprite>();
renderedEvents.setPosition(gridTiledSprite.x, gridTiledSprite.y);
add(renderedEvents);
renderedNotes.zIndex = 25;
renderedSelectionSquares = new FlxTypedSpriteGroup<FlxSprite>();
renderedSelectionSquares.setPosition(gridTiledSprite.x, gridTiledSprite.y);
add(renderedSelectionSquares);
renderedNotes.zIndex = 26;
}
var playbarHeadLayout:Component;
@ -1262,6 +1292,7 @@ class ChartEditorState extends HaxeUIState
function buildAdditionalUI():Void
{
playbarHeadLayout = buildComponent(CHART_EDITOR_PLAYBARHEAD_LAYOUT);
playbarHeadLayout.zIndex = 110;
playbarHeadLayout.width = FlxG.width - 8;
playbarHeadLayout.height = 10;
@ -1393,6 +1424,9 @@ class ChartEditorState extends HaxeUIState
// addUIClickListener('menubarItemSelectBeforeCursor', _ -> doSomething());
// addUIClickListener('menubarItemSelectAfterCursor', _ -> doSomething());
addUIClickListener('menubarItemPlaytestFull', _ -> testSongInPlayState(false));
addUIClickListener('menubarItemPlaytestMinimal', _ -> testSongInPlayState(true));
addUIChangeListener('menubarItemInputStyleGroup', function(event:UIEvent) {
trace('Change input style: ${event.target}');
});
@ -1404,6 +1438,9 @@ class ChartEditorState extends HaxeUIState
addUIChangeListener('menubarItemDownscroll', event -> isViewDownscroll = event.value);
setUICheckboxSelected('menubarItemDownscroll', isViewDownscroll);
addUIChangeListener('menubarItemPlaytestStartTime', event -> playtestStartTime = event.value);
setUICheckboxSelected('menubarItemPlaytestStartTime', playtestStartTime);
addUIChangeListener('menuBarItemThemeLight', function(event:UIEvent) {
if (event.target.value) currentTheme = ChartEditorTheme.Light;
});
@ -1414,8 +1451,8 @@ class ChartEditorState extends HaxeUIState
});
setUICheckboxSelected('menuBarItemThemeDark', currentTheme == ChartEditorTheme.Dark);
addUIChangeListener('menubarItemMetronomeEnabled', event -> shouldPlayMetronome = event.value);
setUICheckboxSelected('menubarItemMetronomeEnabled', shouldPlayMetronome);
addUIChangeListener('menubarItemMetronomeEnabled', event -> isMetronomeEnabled = event.value);
setUICheckboxSelected('menubarItemMetronomeEnabled', isMetronomeEnabled);
addUIChangeListener('menubarItemPlayerHitsounds', event -> hitsoundsEnabledPlayer = event.value);
setUICheckboxSelected('menubarItemPlayerHitsounds', hitsoundsEnabledPlayer);
@ -1551,6 +1588,7 @@ class ChartEditorState extends HaxeUIState
handleFileKeybinds();
handleEditKeybinds();
handleViewKeybinds();
handleTestKeybinds();
handleHelpKeybinds();
// DEBUG
@ -1578,7 +1616,7 @@ class ChartEditorState extends HaxeUIState
// dispatchEvent gets called here.
if (!super.beatHit()) return false;
if (shouldPlayMetronome && (audioInstTrack != null && audioInstTrack.playing))
if (isMetronomeEnabled && this.subState == null && (audioInstTrack != null && audioInstTrack.playing))
{
playMetronomeTick(Conductor.currentBeat % 4 == 0);
}
@ -2719,6 +2757,18 @@ class ChartEditorState extends HaxeUIState
*/
function handleViewKeybinds():Void {}
/**
* Handle keybinds for the Test menu items.
*/
function handleTestKeybinds():Void
{
if (!isHaxeUIDialogOpen && FlxG.keys.justPressed.ENTER)
{
var minimal = FlxG.keys.pressed.SHIFT;
testSongInPlayState(minimal);
}
}
/**
* Handle keybinds for Help menu items.
*/
@ -3138,8 +3188,8 @@ class ChartEditorState extends HaxeUIState
function startAudioPlayback():Void
{
if (audioInstTrack != null) audioInstTrack.play();
if (audioVocalTrackGroup != null) audioVocalTrackGroup.play();
if (audioInstTrack != null) audioInstTrack.play(false, audioInstTrack.time);
if (audioVocalTrackGroup != null) audioVocalTrackGroup.play(false, audioInstTrack.time);
setComponentText('playbarPlay', '||');
}
@ -3252,6 +3302,77 @@ class ChartEditorState extends HaxeUIState
return this.scrollPositionInPixels;
}
/**
* Transitions to the Play State to test the song
*/
public function testSongInPlayState(?minimal:Bool = false):Void
{
var startTimestamp:Float = 0;
if (playtestStartTime) startTimestamp = scrollPositionInMs + playheadPositionInMs;
var targetSong:Song = Song.buildRaw(currentSongId, songMetadata.values(), availableVariations, songChartData, false);
// TODO: Rework asset system so we can remove this.
switch (currentSongStage)
{
case 'mainStage':
Paths.setCurrentLevel('week1');
case 'spookyMansion':
Paths.setCurrentLevel('week2');
case 'phillyTrain':
Paths.setCurrentLevel('week3');
case 'limoRide':
Paths.setCurrentLevel('week4');
case 'mallXmas' | 'mallEvil':
Paths.setCurrentLevel('week5');
case 'school' | 'schoolEvil':
Paths.setCurrentLevel('week6');
case 'tankmanBattlefield':
Paths.setCurrentLevel('week7');
case 'phillyStreets' | 'phillyBlazin':
Paths.setCurrentLevel('weekend1');
}
subStateClosed.add(fixCamera);
subStateClosed.add(updateConductor);
FlxTransitionableState.skipNextTransIn = false;
FlxTransitionableState.skipNextTransOut = false;
var targetState = new PlayState(
{
targetSong: targetSong,
targetDifficulty: selectedDifficulty,
// TODO: Add this.
// targetCharacter: targetCharacter,
practiceMode: true,
minimalMode: minimal,
startTimestamp: startTimestamp,
overrideMusic: true,
});
// Override music.
FlxG.sound.music = audioInstTrack;
targetState.vocals = audioVocalTrackGroup;
openSubState(targetState);
}
function fixCamera(_:FlxSubState = null):Void
{
FlxG.cameras.reset(new FlxCamera());
FlxG.camera.focusOn(new FlxPoint(FlxG.width / 2, FlxG.height / 2));
FlxG.camera.zoom = 1.0;
add(this.component);
}
function updateConductor(_:FlxSubState = null):Void
{
var targetPos = scrollPositionInMs;
Conductor.update(targetPos);
}
/**
* Loads an instrumental from an absolute file path, replacing the current instrumental.
*
@ -3374,14 +3495,23 @@ class ChartEditorState extends HaxeUIState
* @param charKey Character to load the vocal track for.
* @return Success or failure.
*/
public function loadVocalsFromAsset(path:String, charKey:String = 'default'):Bool
public function loadVocalsFromAsset(path:String, charType:CharacterType = OTHER):Bool
{
var vocalTrack:FlxSound = FlxG.sound.load(path, 1.0, false);
if (vocalTrack != null)
{
audioVocalTrackGroup.add(vocalTrack);
audioVocalTrackData.set(charKey, Assets.getBytes(path));
switch (charType)
{
case CharacterType.BF:
audioVocalTrackGroup.addPlayerVoice(vocalTrack);
audioVocalTrackData.set(currentSongCharacterPlayer, Assets.getBytes(path));
case CharacterType.DAD:
audioVocalTrackGroup.addOpponentVoice(vocalTrack);
audioVocalTrackData.set(currentSongCharacterOpponent, Assets.getBytes(path));
default:
audioVocalTrackGroup.add(vocalTrack);
audioVocalTrackData.set('default', Assets.getBytes(path));
}
return true;
}
@ -3442,10 +3572,18 @@ class ChartEditorState extends HaxeUIState
loadInstrumentalFromAsset(Paths.inst(songId));
var voiceList:Array<String> = song.getDifficulty(selectedDifficulty).buildVoiceList();
for (voicePath in voiceList)
var voiceList:Array<String> = song.getDifficulty(selectedDifficulty).buildVoiceList(currentSongCharacterPlayer);
if (voiceList.length == 2)
{
loadVocalsFromAsset(voicePath);
loadVocalsFromAsset(voiceList[0], BF);
loadVocalsFromAsset(voiceList[1], DAD);
}
else
{
for (voicePath in voiceList)
{
loadVocalsFromAsset(voicePath);
}
}
NotificationManager.instance.addNotification(

View File

@ -71,7 +71,12 @@ class Level implements IRegistryEntry<LevelData>
{
var songList:Array<String> = getSongs() ?? [];
var songNameList:Array<String> = songList.map(function(songId) {
return funkin.play.song.SongData.SongDataParser.fetchSong(songId) ?.getDifficulty(difficulty) ?.songName ?? 'Unknown';
var song:Song = funkin.play.song.SongData.SongDataParser.fetchSong(songId);
if (song == null) return 'Unknown';
var songDifficulty:SongDifficulty = song.getDifficulty(difficulty);
if (songDifficulty == null) songDifficulty = song.getDifficulty();
var songName:String = songDifficulty?.songName;
return songName ?? 'Unknown';
});
return songNameList;
}

View File

@ -5,6 +5,7 @@ import flixel.addons.transition.FlxTransitionableState;
import flixel.FlxSprite;
import flixel.group.FlxGroup.FlxTypedGroup;
import flixel.text.FlxText;
import flixel.addons.transition.FlxTransitionableState;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.util.FlxColor;
@ -469,7 +470,7 @@ class StoryMenuState extends MusicBeatState
// super.dispatchEvent(event) dispatches event to module scripts.
super.dispatchEvent(event);
if ((levelProps?.length ?? 0) > 0)
if (levelProps != null && levelProps.length > 0)
{
// Dispatch event to props.
for (prop in levelProps)
@ -513,7 +514,17 @@ class StoryMenuState extends MusicBeatState
PlayStatePlaylist.campaignId = currentLevel.id;
PlayStatePlaylist.campaignTitle = currentLevel.getTitle();
if (targetSong != null)
{
// Load and cache the song's charts.
// TODO: Do this in the loading state.
targetSong.cacheCharts(true);
}
new FlxTimer().start(1, function(tmr:FlxTimer) {
FlxTransitionableState.skipNextTransIn = false;
FlxTransitionableState.skipNextTransOut = false;
LoadingState.loadAndSwitchState(new PlayState(
{
targetSong: targetSong,

View File

@ -37,4 +37,15 @@ class ArrayTools
}
return null;
}
/**
* Remove all elements from the array, without creating a new array.
* @param array The array to clear.
*/
public static function clear<T>(array:Array<T>):Void
{
// This method is faster than array.splice(0, array.length)
while (array.length > 0)
array.pop();
}
}

View File

@ -0,0 +1,32 @@
package funkin.util.tools;
/**
* @see https://github.com/fponticelli/thx.core/blob/master/src/thx/Int64s.hx
*/
class Int64Tools
{
static var min = haxe.Int64.make(0x80000000, 0);
static var one = haxe.Int64.make(0, 1);
static var two = haxe.Int64.ofInt(2);
static var zero = haxe.Int64.make(0, 0);
static var ten = haxe.Int64.ofInt(10);
public static function toFloat(i:haxe.Int64):Float
{
var isNegative = false;
if (i < 0)
{
if (i < min) return -9223372036854775808.0; // most -ve value can't be made +ve
isNegative = true;
i = -i;
}
var multiplier = 1.0, ret = 0.0;
for (_ in 0...64)
{
if (haxe.Int64.and(i, one) != zero) ret += multiplier;
multiplier *= 2.0;
i = haxe.Int64.shr(i, 1);
}
return (isNegative ? -1 : 1) * ret;
}
}