package funkin.ui.debug.charting.components; import flixel.FlxObject; import flixel.FlxSprite; import flixel.graphics.frames.FlxFramesCollection; import flixel.graphics.frames.FlxAtlasFrames; import flixel.graphics.frames.FlxFrame; import flixel.graphics.frames.FlxTileFrames; import flixel.math.FlxPoint; import funkin.data.animation.AnimationData; import funkin.data.song.SongData.SongNoteData; import funkin.data.notestyle.NoteStyleRegistry; import funkin.play.notes.notestyle.NoteStyle; import funkin.play.notes.NoteDirection; /** * A sprite that can be used to display a note in a chart. * Designed to be used and reused efficiently. Has no gameplay functionality. */ @:nullSafety @:access(funkin.ui.debug.charting.ChartEditorState) class ChartEditorNoteSprite extends FlxSprite { /** * The list of available note skin to validate against. */ public static final NOTE_STYLES:Array = ['funkin', 'pixel']; /** * The ChartEditorState this note belongs to. */ public var parentState:ChartEditorState; /** * The note data that this sprite represents. * You can set this to null to kill the sprite and flag it for recycling. */ public var noteData(default, set):Null; /** * The name of the note style currently in use. */ @:isVar public var noteStyle(get, set):Null; public var overrideStepTime(default, set):Null = null; function set_overrideStepTime(value:Null):Null { if (overrideStepTime == value) return overrideStepTime; overrideStepTime = value; updateNotePosition(); return overrideStepTime; } public var overrideData(default, set):Null = null; function set_overrideData(value:Null):Null { if (overrideData == value) return overrideData; overrideData = value; playNoteAnimation(); return overrideData; } public function new(parent:ChartEditorState) { super(); this.parentState = parent; var entries:Array = NoteStyleRegistry.instance.listEntryIds(); if (noteFrameCollection == null) { buildEmptyFrameCollection(); for (entry in entries) { addNoteStyleFrames(fetchNoteStyle(entry)); } } if (noteFrameCollection == null) throw 'ERROR: Could not initialize note sprite animations.'; this.frames = noteFrameCollection; for (entry in entries) { addNoteStyleAnimations(fetchNoteStyle(entry)); } } static var noteFrameCollection:Null = null; function fetchNoteStyle(noteStyleId:String):NoteStyle { return NoteStyleRegistry.instance.fetchEntry(noteStyleId) ?? NoteStyleRegistry.instance.fetchDefault(); } @:access(funkin.play.notes.notestyle.NoteStyle) @:nullSafety(Off) static function addNoteStyleFrames(noteStyle:NoteStyle):Void { var prefix:String = noteStyle.id.toTitleCase(); var frameCollection:FlxAtlasFrames = Paths.getSparrowAtlas(noteStyle.getNoteAssetPath(), noteStyle.getNoteAssetLibrary()); for (frame in frameCollection.frames) { // cloning the frame because else // we will fuck up the frame data used in game var clonedFrame:FlxFrame = frame.copyTo(); clonedFrame.name = '$prefix${clonedFrame.name}'; noteFrameCollection.pushFrame(clonedFrame); } } @:access(funkin.play.notes.notestyle.NoteStyle) @:nullSafety(Off) function addNoteStyleAnimations(noteStyle:NoteStyle):Void { var prefix:String = noteStyle.id.toTitleCase(); var suffix:String = noteStyle.id.toTitleCase(); var leftData:AnimationData = noteStyle.fetchNoteAnimationData(NoteDirection.LEFT); this.animation.addByPrefix('tapLeft$suffix', '$prefix${leftData.prefix}', leftData.frameRate, leftData.looped, leftData.flipX, leftData.flipY); var downData:AnimationData = noteStyle.fetchNoteAnimationData(NoteDirection.DOWN); this.animation.addByPrefix('tapDown$suffix', '$prefix${downData.prefix}', downData.frameRate, downData.looped, downData.flipX, downData.flipY); var upData:AnimationData = noteStyle.fetchNoteAnimationData(NoteDirection.UP); this.animation.addByPrefix('tapUp$suffix', '$prefix${upData.prefix}', upData.frameRate, upData.looped, upData.flipX, upData.flipY); var rightData:AnimationData = noteStyle.fetchNoteAnimationData(NoteDirection.RIGHT); this.animation.addByPrefix('tapRight$suffix', '$prefix${rightData.prefix}', rightData.frameRate, rightData.looped, rightData.flipX, rightData.flipY); } @:nullSafety(Off) static function buildEmptyFrameCollection():Void { noteFrameCollection = new FlxFramesCollection(null, ATLAS, null); } function set_noteData(value:Null):Null { this.noteData = value; if (this.noteData == null) { this.kill(); return this.noteData; } this.visible = true; // Update the animation to match the note data. // Animation is updated first so size is correct before updating position. playNoteAnimation(); // Update the position to match the note data. updateNotePosition(); return this.noteData; } public function updateNotePosition(?origin:FlxObject):Void { if (this.noteData == null) return; var cursorColumn:Int = (overrideData != null) ? overrideData : this.noteData.data; cursorColumn = ChartEditorState.noteDataToGridColumn(cursorColumn); this.x = cursorColumn * ChartEditorState.GRID_SIZE; // Notes far in the song will start far down, but the group they belong to will have a high negative offset. // noteData.getStepTime() returns a calculated value which accounts for BPM changes var stepTime:Float = (overrideStepTime != null) ? overrideStepTime : noteData.getStepTime(); if (stepTime >= 0) { this.y = stepTime * ChartEditorState.GRID_SIZE; } if (origin != null) { this.x += origin.x; this.y += origin.y; } } function get_noteStyle():Null { return this.noteStyle ?? this.parentState.currentSongNoteStyle; } function set_noteStyle(value:Null):Null { this.noteStyle = value; this.playNoteAnimation(); return value; } @:nullSafety(Off) public function playNoteAnimation():Void { if (this.noteData == null) return; // Decide whether to display a note or a sustain. var baseAnimationName:String = 'tap'; // Play the appropriate animation for the type, direction, and skin. var dirName:String = overrideData != null ? SongNoteData.buildDirectionName(overrideData) : this.noteData.getDirectionName(); var animationName:String = '${baseAnimationName}${dirName}${this.noteStyle.toTitleCase()}'; this.animation.play(animationName); // Resize note. switch (baseAnimationName) { case 'tap': this.setGraphicSize(0, ChartEditorState.GRID_SIZE); } this.updateHitbox(); var bruhStyle:NoteStyle = fetchNoteStyle(this.noteStyle); this.antialiasing = !bruhStyle._data?.assets?.note?.isPixel ?? true; } /** * Return whether this note (or its parent) is currently visible. */ public function isNoteVisible(viewAreaBottom:Float, viewAreaTop:Float):Bool { // True if the note is above the view area. var aboveViewArea = (this.y + this.height < viewAreaTop); // True if the note is below the view area. var belowViewArea = (this.y > viewAreaBottom); return !aboveViewArea && !belowViewArea; } /** * Return whether a note, if placed in the scene, would be visible. * This function should be made HYPER EFFICIENT because it's called a lot. */ public static function wouldNoteBeVisible(viewAreaBottom:Float, viewAreaTop:Float, noteData:SongNoteData, ?origin:FlxObject):Bool { var noteHeight:Float = ChartEditorState.GRID_SIZE; var stepTime:Float = inline noteData.getStepTime(); var notePosY:Float = stepTime * ChartEditorState.GRID_SIZE; if (origin != null) notePosY += origin.y; // True if the note is above the view area. var aboveViewArea = (notePosY + noteHeight < viewAreaTop); // True if the note is below the view area. var belowViewArea = (notePosY > viewAreaBottom); return !aboveViewArea && !belowViewArea; } }