package funkin; import flixel.addons.transition.FlxTransitionableState; import flixel.addons.transition.FlxTransitionSprite.GraphicTransTileDiamond; import flixel.addons.transition.TransitionData; import flixel.FlxSprite; import flixel.FlxState; import flixel.graphics.FlxGraphic; import flixel.math.FlxPoint; import flixel.math.FlxRect; import flixel.system.debug.log.LogStyle; import flixel.util.FlxColor; import funkin.data.dialogue.conversation.ConversationRegistry; import funkin.data.dialogue.dialoguebox.DialogueBoxRegistry; import funkin.data.dialogue.speaker.SpeakerRegistry; import funkin.data.freeplay.album.AlbumRegistry; import funkin.data.freeplay.player.PlayerRegistry; import funkin.data.freeplay.style.FreeplayStyleRegistry; import funkin.data.notestyle.NoteStyleRegistry; import funkin.data.song.SongRegistry; import funkin.data.event.SongEventRegistry; import funkin.data.stage.StageRegistry; import funkin.data.story.level.LevelRegistry; import funkin.modding.module.ModuleHandler; import funkin.play.character.CharacterData.CharacterDataParser; import funkin.play.notes.notekind.NoteKindManager; import funkin.play.PlayStatePlaylist; import funkin.ui.debug.charting.ChartEditorState; import funkin.ui.title.TitleState; import funkin.ui.transition.LoadingState; import funkin.util.CLIUtil; import funkin.util.CLIUtil.CLIParams; import funkin.util.macro.MacroUtil; import funkin.util.TimerUtil; import funkin.util.TrackerUtil; import funkin.util.WindowUtil; import openfl.display.BitmapData; #if FEATURE_DISCORD_RPC import funkin.api.discord.DiscordClient; #end /** * A core class which performs initialization of the game. * The initialization state has several functions: * - Calls code to set up the game, including loading saves and parsing game data. * - Chooses whether to start via debug or via launching normally. * * It should not contain any sprites or rendering. */ class InitState extends FlxState { /** * Perform a bunch of game setup, then immediately transition to the title screen. */ public override function create():Void { // Setup a bunch of important Flixel stuff. setupShit(); // Load player options from save data. // Flixel has already loaded the save data, so we can just use it. Preferences.init(); // Load controls from save data. PlayerSettings.init(); startGame(); } /** * Setup a bunch of important Flixel stuff. */ function setupShit():Void { // // GAME SETUP // // Setup window events (like callbacks for onWindowClose) // and fullscreen keybind setup WindowUtil.initWindowEvents(); // Disable the thing on Windows where it tries to send a bug report to Microsoft because why do they care? WindowUtil.disableCrashHandler(); // This ain't a pixel art game! (most of the time) FlxSprite.defaultAntialiasing = true; // Disable default keybinds for volume (we manually control volume in MusicBeatState with custom binds) FlxG.sound.volumeUpKeys = []; FlxG.sound.volumeDownKeys = []; FlxG.sound.muteKeys = []; // Set the game to a lower frame rate while it is in the background. FlxG.game.focusLostFramerate = 30; setupFlixelDebug(); // // FLIXEL TRANSITIONS // // Diamond Transition var diamond:FlxGraphic = FlxGraphic.fromClass(GraphicTransTileDiamond); diamond.persist = true; diamond.destroyOnNoUse = false; // NOTE: tileData is ignored if TransitionData.type is FADE instead of TILES. var tileData:TransitionTileData = {asset: diamond, width: 32, height: 32}; FlxTransitionableState.defaultTransIn = new TransitionData(FADE, FlxColor.BLACK, 1, new FlxPoint(0, -1), tileData, new FlxRect(-200, -200, FlxG.width * 1.4, FlxG.height * 1.4)); FlxTransitionableState.defaultTransOut = new TransitionData(FADE, FlxColor.BLACK, 0.7, new FlxPoint(0, 1), tileData, new FlxRect(-200, -200, FlxG.width * 1.4, FlxG.height * 1.4)); // Don't play transition in when entering the title state. FlxTransitionableState.skipNextTransIn = true; // // NEWGROUNDS API SETUP // #if newgrounds NGio.init(); #end // // DISCORD API SETUP // #if FEATURE_DISCORD_RPC DiscordClient.instance.init(); lime.app.Application.current.onExit.add(function(exitCode) { DiscordClient.instance.shutdown(); }); #end // // ANDROID SETUP // #if android FlxG.android.preventDefaultKeys = [flixel.input.android.FlxAndroidKey.BACK]; #end // // FLIXEL PLUGINS // // Plugins provide a useful interface for globally active Flixel objects, // that receive update events regardless of the current state. // TODO: Move scripted Module behavior to a Flixel plugin. #if FEATURE_DEBUG_FUNCTIONS funkin.util.plugins.MemoryGCPlugin.initialize(); #end #if FEATURE_SCREENSHOTS funkin.util.plugins.ScreenshotPlugin.initialize(); #end funkin.util.plugins.EvacuateDebugPlugin.initialize(); funkin.util.plugins.ForceCrashPlugin.initialize(); funkin.util.plugins.ReloadAssetsDebugPlugin.initialize(); funkin.util.plugins.VolumePlugin.initialize(); funkin.util.plugins.WatchPlugin.initialize(); // // GAME DATA PARSING // // NOTE: Registries must be imported and not referenced with fully qualified names, // to ensure build macros work properly. trace('Parsing game data...'); var perfStart:Float = TimerUtil.start(); SongEventRegistry.loadEventCache(); // SongEventRegistry is structured differently so it's not a BaseRegistry. SongRegistry.instance.loadEntries(); LevelRegistry.instance.loadEntries(); NoteStyleRegistry.instance.loadEntries(); PlayerRegistry.instance.loadEntries(); ConversationRegistry.instance.loadEntries(); DialogueBoxRegistry.instance.loadEntries(); SpeakerRegistry.instance.loadEntries(); FreeplayStyleRegistry.instance.loadEntries(); AlbumRegistry.instance.loadEntries(); StageRegistry.instance.loadEntries(); // TODO: CharacterDataParser doesn't use json2object, so it's way slower than the other parsers and more prone to syntax errors. // Move it to use a BaseRegistry. CharacterDataParser.loadCharacterCache(); NoteKindManager.loadScripts(); ModuleHandler.buildModuleCallbacks(); ModuleHandler.loadModuleCache(); ModuleHandler.callOnCreate(); trace('Parsing game data took: ${TimerUtil.ms(perfStart)}'); } /** * Start the game. * * By default, moves to the `TitleState`. * But based on compile defines, the game can start immediately on a specific song, * or immediately in a specific debug menu. */ function startGame():Void { #if SONG // -DSONG=bopeebo startSong(defineSong(), defineDifficulty()); #elseif LEVEL // -DLEVEL=week1 -DDIFFICULTY=hard startLevel(defineLevel(), defineDifficulty()); #elseif FREEPLAY // -DFREEPLAY FlxG.switchState(() -> new funkin.ui.freeplay.FreeplayState()); #elseif DIALOGUE // -DDIALOGUE FlxG.switchState(() -> new funkin.ui.debug.dialogue.ConversationDebugState()); #elseif ANIMATE // -DANIMATE FlxG.switchState(() -> new funkin.ui.debug.anim.FlxAnimateTest()); #elseif WAVEFORM // -DWAVEFORM FlxG.switchState(() -> new funkin.ui.debug.WaveformTestState()); #elseif CHARTING // -DCHARTING FlxG.switchState(() -> new funkin.ui.debug.charting.ChartEditorState()); #elseif STAGEBUILD // -DSTAGEBUILD FlxG.switchState(() -> new funkin.ui.debug.stage.StageBuilderState()); #elseif RESULTS // -DRESULTS FlxG.switchState(() -> new funkin.play.ResultState( { storyMode: true, title: "Cum Song Erect by Kawai Sprite", songId: "cum", characterId: "pico-playable", difficultyId: "nightmare", isNewHighscore: true, scoreData: { score: 1_234_567, tallies: { sick: 130, good: 60, bad: 69, shit: 69, missed: 69, combo: 69, maxCombo: 69, totalNotesHit: 140, totalNotes: 190 } // 2400 total notes = 7% = LOSS // 240 total notes = 79% = GOOD // 230 total notes = 82% = GREAT // 210 total notes = 91% = EXCELLENT // 190 total notes = PERFECT }, })); #elseif ANIMDEBUG // -DANIMDEBUG FlxG.switchState(() -> new funkin.ui.debug.anim.DebugBoundingState()); #elseif LATENCY // -DLATENCY FlxG.switchState(() -> new funkin.LatencyState()); #else startGameNormally(); #end } /** * Start the game by moving to the title state and play the game as normal. */ function startGameNormally():Void { var params:CLIParams = CLIUtil.processArgs(); trace('Command line args: ${params}'); if (params.chart.shouldLoadChart) { FlxG.switchState(() -> new ChartEditorState( { fnfcTargetPath: params.chart.chartPath, })); } else { FlxG.sound.cache(Paths.music('freakyMenu/freakyMenu')); FlxG.switchState(() -> new TitleState()); } } /** * Start the game by directly loading into a specific song. * @param songId * @param difficultyId */ function startSong(songId:String, difficultyId:String = 'normal'):Void { var songData:funkin.play.song.Song = funkin.data.song.SongRegistry.instance.fetchEntry(songId); if (songData == null) { startGameNormally(); return; } // TODO: Rework loading behavior so we don't have to do this. switch (songId) { case 'tutorial' | 'bopeebo' | 'fresh' | 'dadbattle': Paths.setCurrentLevel('week1'); PlayStatePlaylist.campaignId = 'week1'; case 'spookeez' | 'south' | 'monster': Paths.setCurrentLevel('week2'); PlayStatePlaylist.campaignId = 'week2'; case 'pico' | 'philly-nice' | 'blammed': Paths.setCurrentLevel('week3'); PlayStatePlaylist.campaignId = 'week3'; case 'high' | 'satin-panties' | 'milf': Paths.setCurrentLevel('week4'); PlayStatePlaylist.campaignId = 'week4'; case 'cocoa' | 'eggnog' | 'winter-horrorland': Paths.setCurrentLevel('week5'); PlayStatePlaylist.campaignId = 'week5'; case 'senpai' | 'roses' | 'thorns': Paths.setCurrentLevel('week6'); PlayStatePlaylist.campaignId = 'week6'; case 'ugh' | 'guns' | 'stress': Paths.setCurrentLevel('week7'); PlayStatePlaylist.campaignId = 'week7'; case 'darnell' | 'lit-up' | '2hot' | 'blazin': Paths.setCurrentLevel('weekend1'); PlayStatePlaylist.campaignId = 'weekend1'; } LoadingState.loadPlayState( { targetSong: songData, targetDifficulty: difficultyId, }); } /** * Start the game by directly loading into a specific story mode level. * @param levelId * @param difficultyId */ function startLevel(levelId:String, difficultyId:String = 'normal'):Void { var currentLevel:funkin.ui.story.Level = funkin.data.story.level.LevelRegistry.instance.fetchEntry(levelId); if (currentLevel == null) { startGameNormally(); return; } // TODO: Rework loading behavior so we don't have to do this. Paths.setCurrentLevel(levelId); PlayStatePlaylist.campaignId = levelId; PlayStatePlaylist.playlistSongIds = currentLevel.getSongs(); PlayStatePlaylist.isStoryMode = true; PlayStatePlaylist.campaignScore = 0; var targetSongId:String = PlayStatePlaylist.playlistSongIds.shift(); var targetSong:funkin.play.song.Song = SongRegistry.instance.fetchEntry(targetSongId); LoadingState.loadPlayState( { targetSong: targetSong, targetDifficulty: difficultyId, }); } function setupFlixelDebug():Void { // // FLIXEL DEBUG SETUP // #if FEATURE_DEBUG_FUNCTIONS trace('Initializing Flixel debugger...'); #if !debug // Make errors less annoying on release builds. LogStyle.ERROR.openConsole = false; LogStyle.ERROR.errorSound = null; #end // Make errors and warnings less annoying. LogStyle.WARNING.openConsole = false; LogStyle.WARNING.errorSound = null; // Disable using ~ to open the console (we use that for the Editor menu) FlxG.debugger.toggleKeys = [F2]; TrackerUtil.initTrackers(); // Adds an additional Close Debugger button. // This big obnoxious white button is for MOBILE, so that you can press it // easily with your finger when debug bullshit pops up during testing lol! FlxG.debugger.addButton(LEFT, new BitmapData(200, 200), function() { FlxG.debugger.visible = false; // Make errors and warnings less annoying. // Forcing this always since I have never been happy to have the debugger to pop up LogStyle.ERROR.openConsole = false; LogStyle.ERROR.errorSound = null; LogStyle.WARNING.openConsole = false; LogStyle.WARNING.errorSound = null; }); // Adds a red button to the debugger. // This pauses the game AND the music! This ensures the Conductor stops. FlxG.debugger.addButton(CENTER, new BitmapData(20, 20, true, 0xFFCC2233), function() { if (FlxG.vcr.paused) { FlxG.vcr.resume(); for (snd in FlxG.sound.list) { snd.resume(); } FlxG.sound.music.resume(); } else { FlxG.vcr.pause(); for (snd in FlxG.sound.list) { snd.pause(); } FlxG.sound.music.pause(); } }); // Adds a blue button to the debugger. // This skips forward in the song. FlxG.debugger.addButton(CENTER, new BitmapData(20, 20, true, 0xFF2222CC), function() { FlxG.game.debugger.vcr.onStep(); for (snd in FlxG.sound.list) { snd.pause(); snd.time += FlxG.elapsed * 1000; } FlxG.sound.music.pause(); FlxG.sound.music.time += FlxG.elapsed * 1000; }); #end } function defineSong():String { return MacroUtil.getDefine('SONG'); } function defineLevel():String { return MacroUtil.getDefine('LEVEL'); } function defineDifficulty():String { return MacroUtil.getDefine('DIFFICULTY'); } }