package funkin.play; import haxe.Int64; import flixel.addons.display.FlxPieDial; import flixel.addons.transition.FlxTransitionableState; import flixel.FlxCamera; import flixel.FlxObject; import flixel.FlxSprite; import flixel.FlxState; import flixel.FlxSubState; import flixel.input.keyboard.FlxKey; import flixel.math.FlxMath; import flixel.math.FlxPoint; import flixel.math.FlxRect; import flixel.text.FlxText; import flixel.tweens.FlxEase; import flixel.tweens.FlxTween; import flixel.ui.FlxBar; import flixel.util.FlxColor; import flixel.util.FlxTimer; import funkin.audio.VoicesGroup; import funkin.Highscore.Tallies; import funkin.input.PreciseInputManager; import funkin.modding.events.ScriptEvent; import funkin.modding.events.ScriptEventDispatcher; import funkin.play.character.BaseCharacter; import funkin.play.character.CharacterData.CharacterDataParser; import funkin.play.cutscene.dialogue.Conversation; import funkin.play.cutscene.dialogue.ConversationDataParser; import funkin.play.cutscene.VanillaCutscenes; import funkin.play.cutscene.VideoCutscene; import funkin.play.event.SongEventData.SongEventParser; import funkin.play.notes.NoteSprite; import funkin.play.notes.NoteDirection; import funkin.play.notes.Strumline; import funkin.play.scoring.Scoring; import funkin.play.song.Song; import funkin.play.song.SongData.SongDataParser; import funkin.play.song.SongData.SongEventData; import funkin.play.song.SongData.SongNoteData; import funkin.play.song.SongData.SongPlayableChar; import funkin.play.stage.Stage; import funkin.play.stage.StageData.StageDataParser; import funkin.ui.PopUpStuff; import funkin.ui.PreferencesMenu; import funkin.ui.stageBuildShit.StageOffsetSubState; import funkin.ui.story.StoryMenuState; import funkin.util.Constants; import funkin.util.SerializerUtil; import funkin.util.SortUtil; import lime.ui.Haptic; #if discord_rpc import Discord.DiscordClient; #end /** * Parameters used to initialize the PlayState. */ typedef PlayStateParams = { /** * The song to play. */ targetSong:Song, /** * The difficulty to play the song on. * @default `Constants.DEFAULT_DIFFICULTY` */ ?targetDifficulty:String, /** * The character to play as. * @default `bf`, or the first character in the song's character list. */ ?targetCharacter:String, } /** * The gameplay state, where all the rhythm gaming happens. */ class PlayState extends MusicBeatState { /** * STATIC VARIABLES * Static variables should be used for information that must be persisted between states or between resets, * such as the active song or song playlist. */ /** * The currently active PlayState. * There should be only one PlayState in existance at a time, we can use a singleton. */ public static var instance:PlayState = null; /** * This sucks. We need this because FlxG.resetState(); assumes the constructor has no arguments. * @see https://github.com/HaxeFlixel/flixel/issues/2541 */ static var lastParams:PlayStateParams = null; /** * PUBLIC INSTANCE VARIABLES * Public instance variables should be used for information that must be reset or dereferenced * every time the state is changed, but may need to be accessed externally. */ /** * The currently selected stage. */ public var currentSong:Song = null; /** * The currently selected difficulty. */ public var currentDifficulty:String = Constants.DEFAULT_DIFFICULTY; /** * The player character being used for this level, as a character ID. */ public var currentPlayerId:String = 'bf'; /** * The currently active Stage. This is the object containing all the props. */ public var currentStage:Stage = null; /** * Gets set to true when the PlayState needs to reset (player opted to restart or died). * Gets disabled once resetting happens. */ public var needsReset:Bool = false; /** * The current 'Blueball Counter' to display in the pause menu. * Resets when you beat a song or go back to the main menu. */ public var deathCounter:Int = 0; /** * The player's current health. * The default maximum health is 2.0, and the default starting health is 1.0. * TODO: Refactor this to [0.0, 1.0] */ public var health:Float = 1; /** * The player's current score. * TODO: Move this to its own class. */ public var songScore:Int = 0; /** * An empty FlxObject contained in the scene. * The current gameplay camera will always follow this object. Tween its position to move the camera smoothly. * * It needs to be an object in the scene for the camera to be configured to follow it. * We optionally make this an FlxSprite so we can draw a debug graphic with it. */ public var cameraFollowPoint:FlxObject; /** * The camera follow point from the last stage. * Used to persist the position of the `cameraFollowPosition` between levels. */ public var previousCameraFollowPoint:FlxSprite = null; /** * The current camera zoom level. * * The camera zoom is increased every beat, and lerped back to this value every frame, creating a smooth 'zoom-in' effect. * Defaults to 1.05 but may be larger or smaller depending on the current stage, * and may be changed by the `ZoomCamera` song event. */ public var defaultCameraZoom:Float = FlxCamera.defaultZoom * 1.05; /** * The current HUD camera zoom level. * * The camera zoom is increased every beat, and lerped back to this value every frame, creating a smooth 'zoom-in' effect. */ public var defaultHUDCameraZoom:Float = FlxCamera.defaultZoom * 1.0; /** * Intensity of the gameplay camera zoom. * @default `1.5%` */ public var cameraZoomIntensity:Float = Constants.DEFAULT_ZOOM_INTENSITY; /** * Intensity of the HUD camera zoom. * @default `3.0%` */ public var hudCameraZoomIntensity:Float = Constants.DEFAULT_ZOOM_INTENSITY * 2.0; /** * How many beats (quarter notes) between camera zooms. * @default One camera zoom per measure (four beats). */ public var cameraZoomRate:Int = Constants.DEFAULT_ZOOM_RATE; /** * Whether the game is currently in the countdown before the song resumes. */ public var isInCountdown:Bool = false; /** * Whether the game is currently in Practice Mode. * If true, player will not lose gain or lose score from notes. */ public var isPracticeMode:Bool = false; /** * Whether the game is currently in an animated cutscene, and gameplay should be stopped. */ public var isInCutscene:Bool = false; /** * Whether the inputs should be disabled for whatever reason... used for the stage edit lol! */ public var disableKeys:Bool = false; /** * The current dialogue. */ public var currentConversation:Conversation; /** * Key press inputs which have been received but not yet processed. * These are encoded with an OS timestamp, so they **/ var inputPressQueue:Array = []; /** * Key release inputs which have been received but not yet processed. * These are encoded with an OS timestamp, so they **/ var inputReleaseQueue:Array = []; /** * PRIVATE INSTANCE VARIABLES * Private instance variables should be used for information that must be reset or dereferenced * every time the state is reset, but should not be accessed externally. */ /** * The Array containing the upcoming song events. * The `update()` function regularly shifts these out to trigger events. */ var songEvents:Array; /** * If true, the player is allowed to pause the game. * Disabled during the ending of a song. */ var mayPauseGame:Bool = true; /** * The displayed value of the player's health. * Used to provide smooth animations based on linear interpolation of the player's health. */ var healthLerp:Float = 1; /** * How long the user has held the "Skip Video Cutscene" button for. */ var skipHeldTimer:Float = 0; /** * Forcibly disables all update logic while the game moves back to the Menu state. * This is used only when a critical error occurs and the game absolutely cannot continue. */ var criticalFailure:Bool = false; /** * False as long as the countdown has not finished yet. */ var startingSong:Bool = false; /** * A group of audio tracks, used to play the song's vocals. */ var vocals:VoicesGroup; #if discord_rpc // Discord RPC variables var storyDifficultyText:String = ''; var iconRPC:String = ''; var detailsText:String = ''; var detailsPausedText:String = ''; #end /** * RENDER OBJECTS */ /** * The FlxText which displays the current score. */ var scoreText:FlxText; /** * The bar which displays the player's health. * Dynamically updated based on the value of `healthLerp` (which is based on `health`). */ public var healthBar:FlxBar; /** * The background image used for the health bar. * Emma says the image is slightly skewed so I'm leaving it as an image instead of a `createGraphic`. */ public var healthBarBG:FlxSprite; /** * The health icon representing the player. */ public var iconP1:HealthIcon; /** * The health icon representing the opponent. */ public var iconP2:HealthIcon; /** * The sprite group containing active player's strumline notes. */ public var playerStrumline:Strumline; /** * The sprite group containing opponent's strumline notes. */ public var opponentStrumline:Strumline; /** * The camera which contains, and controls visibility of, the user interface elements. */ public var camHUD:FlxCamera; /** * The camera which contains, and controls visibility of, the stage and characters. */ public var camGame:FlxCamera; /** * The camera which contains, and controls visibility of, a video cutscene. */ public var camCutscene:FlxCamera; /** * The combo popups. Includes the real-time combo counter and the rating. */ var comboPopUps:PopUpStuff; /** * The circular sprite that appears while the user is holding down the Skip Cutscene button. */ var skipTimer:FlxPieDial; /** * PROPERTIES */ /** * If a substate is rendering over the PlayState, it is paused and normal update logic is skipped. * Examples include: * - The Pause screen is open. * - The Game Over screen is open. * - The Chart Editor screen is open. */ var isGamePaused(get, never):Bool; function get_isGamePaused():Bool { // Note: If there is a substate which requires the game to act unpaused, // this should be changed to include something like `&& Std.isOfType()` return this.subState != null; } /** * Data for the current difficulty for the current song. * Includes chart data, scroll speed, and other information. */ public var currentChart(get, null):SongDifficulty; function get_currentChart():SongDifficulty { if (currentSong == null || currentDifficulty == null) return null; return currentSong.getDifficulty(currentDifficulty); } /** * The internal ID of the currently active Stage. * Used to retrieve the data required to build the `currentStage`. */ public var currentStageId(get, null):String; function get_currentStageId():String { if (currentChart == null || currentChart.stage == null || currentChart.stage == '') return Constants.DEFAULT_STAGE; return currentChart.stage; } /** * The length of the current song, in milliseconds. */ var currentSongLengthMs(get, never):Float; function get_currentSongLengthMs():Float { return FlxG?.sound?.music?.length; } // TODO: Refactor or document var generatedMusic:Bool = false; var perfectMode:Bool = false; /** * Instantiate a new PlayState. * @param params The parameters used to initialize the PlayState. * Includes information about what song to play and more. */ public function new(params:PlayStateParams) { super(); // Validate parameters. if (params == null && lastParams == null) { throw 'PlayState constructor called with no available parameters.'; } else if (params == null) { trace('WARNING: PlayState constructor called with no parameters. Reusing previous parameters.'); params = lastParams; } else { lastParams = params; } // Apply parameters. currentSong = params.targetSong; if (params.targetDifficulty != null) currentDifficulty = params.targetDifficulty; if (params.targetCharacter != null) currentPlayerId = params.targetCharacter; // Don't do anything else here! Wait until create() when we attach to the camera. } /** * Called when the PlayState is switched to. */ public override function create():Void { super.create(); if (instance != null) { // TODO: Do something in this case? IDK. trace('WARNING: PlayState instance already exists. This should not happen.'); } instance = this; 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) { // We have encountered a critical error. Prevent Flixel from trying to run any gameplay logic. criticalFailure = true; // Choose an error message. var message:String = 'There was a critical error. Click OK to return to the main menu.'; if (currentSong == null) { message = 'The was a critical error loading this song\'s chart. Click OK to return to the main menu.'; } else if (currentDifficulty == null) { message = 'The was a critical error selecting a difficulty for this song. Click OK to return to the main menu.'; } else if (currentSong.getDifficulty(currentDifficulty) == null) { message = 'The was a critical error retrieving data for this song on "$currentDifficulty" difficulty. Click OK to return to the main menu.'; } // Display a popup. This blocks the application until the user clicks OK. lime.app.Application.current.window.alert(message, 'Error loading PlayState'); // Force the user back to the main menu. FlxG.switchState(new MainMenuState()); return; } if (false) { // Displays the camera follow point as a sprite for debug purposes. cameraFollowPoint = new FlxSprite(0, 0).makeGraphic(8, 8, 0xFF00FF00); cameraFollowPoint.visible = false; cameraFollowPoint.zIndex = 1000000; } else { // Camera follow point is an invisible point in space. cameraFollowPoint = new FlxObject(0, 0); } // Reduce physics accuracy (who cares!!!) to improve animation quality. FlxG.fixedTimestep = false; // This state receives update() even when a substate is active. this.persistentUpdate = true; // This state receives draw calls even when a substate is active. this.persistentDraw = true; // Stop any pre-existing music. if (FlxG.sound.music != null) FlxG.sound.music.stop(); // Prepare the current song's instrumental and vocals to be played. if (currentChart != null) { currentChart.cacheInst(currentPlayerId); currentChart.cacheVocals(currentPlayerId); } // Prepare the Conductor. Conductor.mapTimeChanges(currentChart.timeChanges); Conductor.update(-5000); // The song is now loaded. We can continue to initialize the play state. initCameras(); initHealthBar(); initStage(); initCharacters(); initStrumlines(); // Initialize the judgements and combo meter. comboPopUps = new PopUpStuff(); comboPopUps.cameras = [camHUD]; add(comboPopUps); // The little dial that shows up when you hold the Skip Cutscene key. skipTimer = new FlxPieDial(16, 16, 32, FlxColor.WHITE, 36, CIRCLE, true, 24); skipTimer.amount = 0; skipTimer.zIndex = 1000; add(skipTimer); // Renders only in video cutscene mode. skipTimer.cameras = [camCutscene]; #if discord_rpc // Initialize Discord Rich Presence. initDiscord(); #end // Read the song's note data and pass it to the strumlines. generateSong(); // Reset the camera's zoom and force it to focus on the camera follow point. resetCamera(); initPreciseInputs(); FlxG.worldBounds.set(0, 0, FlxG.width, FlxG.height); // The song is loaded and in the process of starting. // This gets set back to false when the chart actually starts. startingSong = true; // TODO: We hardcoded the transition into Winter Horrorland. Do this with a ScriptedSong instead. if ((currentSong?.songId ?? '').toLowerCase() == 'winter-horrorland') { // VanillaCutscenes will call startCountdown later. VanillaCutscenes.playHorrorStartCutscene(); } else { // Call a script event to start the countdown. // Songs with cutscenes should call event.cancel(). // As long as they call `PlayState.instance.startCountdown()` later, the countdown will start. startCountdown(); } leftWatermarkText.cameras = [camHUD]; rightWatermarkText.cameras = [camHUD]; // Initialize some debug stuff. #if debug // Display the version number (and git commit hash) in the bottom right corner. this.rightWatermarkText.text = Constants.VERSION; FlxG.console.registerObject('playState', this); #end } public override function update(elapsed:Float):Void { if (criticalFailure) return; super.update(elapsed); if (FlxG.keys.justPressed.U) { // hack for HaxeUI generation, doesn't work unless persistentUpdate is false at state creation!! disableKeys = true; persistentUpdate = false; openSubState(new StageOffsetSubState()); } updateHealthBar(); updateScoreText(); // Handle restarting the song when needed (player death or pressing Retry) if (needsReset) { dispatchEvent(new ScriptEvent(ScriptEvent.SONG_RETRY)); resetCamera(); persistentUpdate = true; persistentDraw = true; startingSong = true; inputSpitter = []; // Reset music properly. FlxG.sound.music.pause(); vocals.pause(); FlxG.sound.music.time = 0; vocals.time = 0; FlxG.sound.music.volume = 1; vocals.volume = 1; vocals.playerVolume = 1; vocals.opponentVolume = 1; currentStage.resetStage(); // Delete all notes and reset the arrays. regenNoteData(); // Reset camera zooming cameraZoomIntensity = Constants.DEFAULT_ZOOM_INTENSITY; hudCameraZoomIntensity = Constants.DEFAULT_ZOOM_INTENSITY * 2.0; cameraZoomRate = Constants.DEFAULT_ZOOM_RATE; health = 1; songScore = 0; Highscore.tallies.combo = 0; Countdown.performCountdown(currentStageId.startsWith('school')); needsReset = false; } // Update the conductor. if (startingSong) { if (isInCountdown) { Conductor.songPosition += elapsed * 1000; if (Conductor.songPosition >= 0) startSong(); } } else { // DO NOT FORGET TO REMOVE THE HARDCODE! WHEN I MAKE BETTER OFFSET SYSTEM! // :nerd: um ackshually it's not 13 it's 11.97278911564 if (Paths.SOUND_EXT == 'mp3') Conductor.offset = Constants.MP3_DELAY_MS; Conductor.update(); if (!isGamePaused) { // Interpolation type beat if (Conductor.lastSongPos != Conductor.songPosition) { Conductor.lastSongPos = Conductor.songPosition; } } } var androidPause:Bool = false; #if android androidPause = FlxG.android.justPressed.BACK; #end // Attempt to pause the game. if ((controls.PAUSE || androidPause) && isInCountdown && mayPauseGame) { var event = new PauseScriptEvent(FlxG.random.bool(1 / 1000)); dispatchEvent(event); if (!event.eventCanceled) { // Pause updates while the substate is open, preventing the game state from advancing. persistentUpdate = false; // Enable drawing while the substate is open, allowing the game state to be shown behind the pause menu. persistentDraw = true; // 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) { FlxG.switchState(new GitarooPause( { targetSong: currentSong, targetDifficulty: currentDifficulty, targetCharacter: currentPlayerId, })); } else { var boyfriendPos:FlxPoint = new FlxPoint(0, 0); // Prevent the game from crashing if Boyfriend isn't present. if (currentStage != null && currentStage.getBoyfriend() != null) { boyfriendPos = currentStage.getBoyfriend().getScreenPosition(); } var pauseSubState:FlxSubState = new PauseSubState(); openSubState(pauseSubState); pauseSubState.camera = camHUD; // boyfriendPos.put(); // TODO: Why is this here? } #if discord_rpc DiscordClient.changePresence(detailsPausedText, currentSong.song + ' (' + storyDifficultyText + ')', iconRPC); #end } } // Cap health. if (health > 2.0) health = 2.0; if (health < 0.0) health = 0.0; // Lerp the camera zoom towards the target level. if (subState == null) { FlxG.camera.zoom = FlxMath.lerp(defaultCameraZoom, FlxG.camera.zoom, 0.95); camHUD.zoom = FlxMath.lerp(defaultHUDCameraZoom, camHUD.zoom, 0.95); } FlxG.watch.addQuick('beatShit', Conductor.currentBeat); FlxG.watch.addQuick('stepShit', Conductor.currentStep); if (currentStage != null) { FlxG.watch.addQuick('bfAnim', currentStage.getBoyfriend().getCurrentAnimation()); } FlxG.watch.addQuick('songPos', Conductor.songPosition); // TODO: Add a song event for Handle GF dance speed. // Handle player death. if (!isInCutscene && !disableKeys && !_exiting) { // RESET = Quick Game Over Screen if (controls.RESET) { health = 0; trace('RESET = True'); } #if CAN_CHEAT // brandon's a pussy if (controls.CHEAT) { health += 1; trace('User is cheating!'); } #end if (health <= 0 && !isPracticeMode) { vocals.pause(); FlxG.sound.music.pause(); deathCounter += 1; dispatchEvent(new ScriptEvent(ScriptEvent.GAME_OVER)); // Disable updates, preventing animations in the background from playing. persistentUpdate = false; #if debug if (FlxG.keys.pressed.THREE) { // TODO: Change the key or delete this? // In debug builds, pressing 3 to kill the player makes the background transparent. persistentDraw = true; } else { #end persistentDraw = false; #if debug } #end var gameOverSubState = new GameOverSubState(); openSubState(gameOverSubState); #if discord_rpc // Game Over doesn't get his own variable because it's only used here DiscordClient.changePresence('Game Over - ' + detailsText, currentSong.song + ' (' + storyDifficultyText + ')', iconRPC); #end } } // Query and activate song events. // TODO: Check that these work even when songPosition is less than 0. if (songEvents != null && songEvents.length > 0) { var songEventsToActivate:Array = SongEventParser.queryEvents(songEvents, Conductor.songPosition); if (songEventsToActivate.length > 0) { trace('Found ${songEventsToActivate.length} event(s) to activate.'); for (event in songEventsToActivate) { var eventEvent:SongEventScriptEvent = new SongEventScriptEvent(event); dispatchEvent(eventEvent); // Calling event.cancelEvent() skips the event. Neat! if (!eventEvent.eventCanceled) { SongEventParser.handleEvent(event); } } } } // Handle keybinds. // if (!isInCutscene && !disableKeys) keyShit(true); processInputQueue(); if (!isInCutscene && !disableKeys) debugKeyShit(); if (isInCutscene && !disableKeys) handleCutsceneKeys(elapsed); // Moving notes into position is now done by Strumline.update(). processNotes(); // Dispatch the onUpdate event to scripted elements. dispatchEvent(new UpdateScriptEvent(elapsed)); } public override function dispatchEvent(event:ScriptEvent):Void { // ORDER: Module, Stage, Character, Song, Conversation, Note // Modules should get the first chance to cancel the event. // super.dispatchEvent(event) dispatches event to module scripts. super.dispatchEvent(event); // Dispatch event to stage script. ScriptEventDispatcher.callEvent(currentStage, event); // Dispatch event to character script(s). if (currentStage != null) currentStage.dispatchToCharacters(event); // Dispatch event to song script. ScriptEventDispatcher.callEvent(currentSong, event); // Dispatch event to conversation script. ScriptEventDispatcher.callEvent(currentConversation, event); // TODO: Dispatch event to note scripts } /** * Function called before opening a new substate. * @param subState The substate to open. */ public override function openSubState(subState:FlxSubState):Void { // If there is a substate which requires the game to continue, // then make this a condition. var shouldPause = true; if (shouldPause) { // Pause the music. if (FlxG.sound.music != null) { FlxG.sound.music.pause(); if (vocals != null) vocals.pause(); } // Pause the countdown. Countdown.pauseCountdown(); } super.openSubState(subState); } /** * Function called before closing the current substate. * @param subState */ public override function closeSubState():Void { if (isGamePaused) { var event:ScriptEvent = new ScriptEvent(ScriptEvent.RESUME, true); dispatchEvent(event); if (event.eventCanceled) return; if (FlxG.sound.music != null && !startingSong && !isInCutscene) resyncVocals(); // Resume the countdown. Countdown.resumeCountdown(); #if discord_rpc if (startTimer.finished) { DiscordClient.changePresence(detailsText, '${currentChart.songName} ($storyDifficultyText)', iconRPC, true, currentSongLengthMs - Conductor.songPosition); } else { DiscordClient.changePresence(detailsText, '${currentChart.songName} ($storyDifficultyText)', iconRPC); } #end } super.closeSubState(); } #if discord_rpc /** * Function called when the game window gains focus. */ public override function onFocus():Void { if (health > 0 && !paused && FlxG.autoPause) { if (Conductor.songPosition > 0.0) DiscordClient.changePresence(detailsText, currentSong.song + ' (' + storyDifficultyText + ')', iconRPC, true, currentSongLengthMs - Conductor.songPosition); else DiscordClient.changePresence(detailsText, currentSong.song + ' (' + storyDifficultyText + ')', iconRPC); } super.onFocus(); } /** * Function called when the game window loses focus. */ public override function onFocusLost():Void { if (health > 0 && !paused && FlxG.autoPause) DiscordClient.changePresence(detailsPausedText, currentSong.song + ' (' + storyDifficultyText + ')', iconRPC); super.onFocusLost(); } #end /** * This function is called whenever Flixel switches switching to a new FlxState. * @return Whether to actually switch to the new state. */ override function switchTo(nextState:FlxState):Bool { var result:Bool = super.switchTo(nextState); if (result) { performCleanup(); } return result; } /** * Removes any references to the current stage, then clears the stage cache, * then reloads all the stages. * * This is useful for when you want to edit a stage without reloading the whole game. * Reloading works on both the JSON and the HXC, if applicable. * * Call this by pressing F5 on a debug build. */ override function debug_refreshModules():Void { // Remove the current stage. If the stage gets deleted while it's still in use, // it'll probably crash the game or something. if (this.currentStage != null) { remove(currentStage); var event:ScriptEvent = new ScriptEvent(ScriptEvent.DESTROY, false); ScriptEventDispatcher.callEvent(currentStage, event); currentStage = null; } // Stop the vocals. if (vocals != null) { vocals.stop(); } super.debug_refreshModules(); var event:ScriptEvent = new ScriptEvent(ScriptEvent.CREATE, false); ScriptEventDispatcher.callEvent(currentSong, event); } override function stepHit():Bool { // super.stepHit() returns false if a module cancelled the event. if (!super.stepHit()) return false; if (FlxG.sound.music != null && (Math.abs(FlxG.sound.music.time - (Conductor.songPosition - Conductor.offset)) > 200 || Math.abs(vocals.checkSyncError(Conductor.songPosition - Conductor.offset)) > 200)) { trace("VOCALS NEED RESYNC"); if (vocals != null) trace(vocals.checkSyncError(Conductor.songPosition - Conductor.offset)); trace(FlxG.sound.music.time - (Conductor.songPosition - Conductor.offset)); resyncVocals(); } if (iconP1 != null) iconP1.onStepHit(Std.int(Conductor.currentStep)); if (iconP2 != null) iconP2.onStepHit(Std.int(Conductor.currentStep)); return true; } override function beatHit():Bool { // super.beatHit() returns false if a module cancelled the event. if (!super.beatHit()) return false; if (generatedMusic) { // TODO: Sort more efficiently, or less often, to improve performance. // activeNotes.sort(SortUtil.byStrumtime, FlxSort.DESCENDING); } // Only zoom camera if we are zoomed by less than 35%. if (FlxG.camera.zoom < (1.35 * defaultCameraZoom) && cameraZoomRate > 0 && Conductor.currentBeat % cameraZoomRate == 0) { // Zoom camera in (1.5%) FlxG.camera.zoom += cameraZoomIntensity * defaultCameraZoom; // Hud zooms double (3%) camHUD.zoom += hudCameraZoomIntensity * defaultHUDCameraZoom; } // trace('Not bopping camera: ${FlxG.camera.zoom} < ${(1.35 * defaultCameraZoom)} && ${cameraZoomRate} > 0 && ${Conductor.currentBeat} % ${cameraZoomRate} == ${Conductor.currentBeat % cameraZoomRate}}'); // That combo milestones that got spoiled that one time. // Comes with NEAT visual and audio effects. // bruh this var is bonkers i thot it was a function lmfaooo // Break up into individual lines to aid debugging. var shouldShowComboText:Bool = false; // TODO: Re-enable combo text (how to do this without sections?). // if (currentSong != null) // { // shouldShowComboText = (Conductor.currentBeat % 8 == 7); // var daSection = .getSong()[Std.int(Conductor.currentBeat / 16)]; // shouldShowComboText = shouldShowComboText && (daSection != null && daSection.mustHitSection); // shouldShowComboText = shouldShowComboText && (Highscore.tallies.combo > 5); // // var daNextSection = .getSong()[Std.int(Conductor.currentBeat / 16) + 1]; // var isEndOfSong = .getSong().length < Std.int(Conductor.currentBeat / 16); // shouldShowComboText = shouldShowComboText && (isEndOfSong || (daNextSection != null && !daNextSection.mustHitSection)); // } if (shouldShowComboText) { var animShit:ComboMilestone = new ComboMilestone(-100, 300, Highscore.tallies.combo); animShit.scrollFactor.set(0.6, 0.6); animShit.cameras = [camHUD]; add(animShit); var frameShit:Float = (1 / 24) * 2; // equals 2 frames in the animation new FlxTimer().start(((Conductor.beatLengthMs / 1000) * 1.25) - frameShit, function(tmr) { animShit.forceFinish(); }); } if (playerStrumline != null) playerStrumline.onBeatHit(); if (opponentStrumline != null) opponentStrumline.onBeatHit(); // Make the characters dance on the beat danceOnBeat(); return true; } override function destroy():Void { if (currentConversation != null) { remove(currentConversation); currentConversation.kill(); } super.destroy(); } /** * Handles characters dancing to the beat of the current song. * * TODO: Move some of this logic into `Bopper.hx`, or individual character scripts. */ function danceOnBeat():Void { if (currentStage == null) return; // TODO: Add HEY! song events to Tutorial. if (Conductor.currentBeat % 16 == 15 && currentStage.getDad().characterId == 'gf' && Conductor.currentBeat > 16 && Conductor.currentBeat < 48) { currentStage.getBoyfriend().playAnimation('hey', true); currentStage.getDad().playAnimation('cheer', true); } } /** * Initializes the game and HUD cameras. */ function initCameras():Void { camGame = new SwagCamera(); camHUD = new FlxCamera(); camHUD.bgColor.alpha = 0; // Show the game scene behind the camera. camCutscene = new FlxCamera(); camCutscene.bgColor.alpha = 0; // Show the game scene behind the camera. FlxG.cameras.reset(camGame); FlxG.cameras.add(camHUD, false); FlxG.cameras.add(camCutscene, false); // Configure camera follow point. if (previousCameraFollowPoint != null) { cameraFollowPoint.setPosition(previousCameraFollowPoint.x, previousCameraFollowPoint.y); previousCameraFollowPoint = null; } add(cameraFollowPoint); } /** * Initializes the health bar on the HUD. */ function initHealthBar():Void { var healthBarYPos:Float = PreferencesMenu.getPref('downscroll') ? FlxG.height * 0.1 : FlxG.height * 0.9; healthBarBG = new FlxSprite(0, healthBarYPos).loadGraphic(Paths.image('healthBar')); healthBarBG.screenCenter(X); healthBarBG.scrollFactor.set(0, 0); add(healthBarBG); healthBar = new FlxBar(healthBarBG.x + 4, healthBarBG.y + 4, RIGHT_TO_LEFT, Std.int(healthBarBG.width - 8), Std.int(healthBarBG.height - 8), this, 'healthLerp', 0, 2); healthBar.scrollFactor.set(); healthBar.createFilledBar(Constants.COLOR_HEALTH_BAR_RED, Constants.COLOR_HEALTH_BAR_GREEN); add(healthBar); // The score text below the health bar. scoreText = new FlxText(healthBarBG.x + healthBarBG.width - 190, healthBarBG.y + 30, 0, '', 20); scoreText.setFormat(Paths.font('vcr.ttf'), 16, FlxColor.WHITE, RIGHT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK); scoreText.scrollFactor.set(); add(scoreText); // Move the health bar to the HUD camera. healthBar.cameras = [camHUD]; healthBarBG.cameras = [camHUD]; scoreText.cameras = [camHUD]; } /** * Generates the stage and all its props. */ function initStage():Void { loadStage(currentStageId); } /** * Loads stage data from cache, assembles the props, * and adds it to the state. * @param id */ function loadStage(id:String):Void { currentStage = StageDataParser.fetchStage(id); if (currentStage != null) { // Actually create and position the sprites. var event:ScriptEvent = new ScriptEvent(ScriptEvent.CREATE, false); ScriptEventDispatcher.callEvent(currentStage, event); // Apply camera zoom level from stage data. defaultCameraZoom = currentStage.camZoom; // Add the stage to the scene. this.add(currentStage); #if debug FlxG.console.registerObject('stage', currentStage); #end } else { // lolol lime.app.Application.current.window.alert('Nice job, you ignoramus. $id isn\'t a real stage.\nI\'m falling back to the default so the game doesn\'t shit itself.', 'Stage Error'); } } /** * Generates the character sprites and adds them to the stage. */ function initCharacters():Void { if (currentSong == null || currentChart == null) { trace('Song difficulty could not be loaded.'); } // Switch the character we are playing as by manipulating currentPlayerId. // TODO: How to choose which one to use for story mode? var playableChars:Array = currentChart.getPlayableChars(); if (playableChars.length == 0) { trace('WARNING: No playable characters found for this song.'); } else if (playableChars.indexOf(currentPlayerId) == -1) { currentPlayerId = playableChars[0]; } // var currentCharData:SongPlayableChar = currentChart.getPlayableChar(currentPlayerId); // // GIRLFRIEND // var girlfriend:BaseCharacter = CharacterDataParser.fetchCharacter(currentCharData.girlfriend); if (girlfriend != null) { girlfriend.characterType = CharacterType.GF; } else if (currentCharData.girlfriend != '') { trace('WARNING: Could not load girlfriend character with ID ${currentCharData.girlfriend}, skipping...'); } else { // Chosen GF was '' so we don't load one. } // // DAD // var dad:BaseCharacter = CharacterDataParser.fetchCharacter(currentCharData.opponent); if (dad != null) { dad.characterType = CharacterType.DAD; } // // OPPONENT HEALTH ICON // iconP2 = new HealthIcon(currentCharData.opponent, 1); iconP2.y = healthBar.y - (iconP2.height / 2); dad.initHealthIcon(true); add(iconP2); iconP2.cameras = [camHUD]; // // BOYFRIEND // var boyfriend:BaseCharacter = CharacterDataParser.fetchCharacter(currentPlayerId); if (boyfriend != null) { boyfriend.characterType = CharacterType.BF; } // // PLAYER HEALTH ICON // iconP1 = new HealthIcon(currentPlayerId, 0); iconP1.y = healthBar.y - (iconP1.height / 2); boyfriend.initHealthIcon(false); add(iconP1); iconP1.cameras = [camHUD]; // // ADD CHARACTERS TO SCENE // if (currentStage != null) { // Characters get added to the stage, not the main scene. if (girlfriend != null) { currentStage.addCharacter(girlfriend, GF); #if debug FlxG.console.registerObject('gf', girlfriend); #end } if (boyfriend != null) { currentStage.addCharacter(boyfriend, BF); #if debug FlxG.console.registerObject('bf', boyfriend); #end } if (dad != null) { currentStage.addCharacter(dad, DAD); // Camera starts at dad. cameraFollowPoint.setPosition(dad.cameraFocusPoint.x, dad.cameraFocusPoint.y); #if debug FlxG.console.registerObject('dad', dad); #end } // Rearrange by z-indexes. currentStage.refresh(); } } /** * Constructs the strumlines for each player. */ function initStrumlines():Void { // var strumlineStyle:StrumlineStyle = NORMAL; // //// TODO: Put this in the chart or something? // switch (currentStageId) // { // case 'school': // strumlineStyle = PIXEL; // case 'schoolEvil': // strumlineStyle = PIXEL; // } playerStrumline = new Strumline(true); opponentStrumline = new Strumline(false); add(playerStrumline); add(opponentStrumline); // Position the player strumline on the right playerStrumline.x = FlxG.width - playerStrumline.width - Constants.STRUMLINE_X_OFFSET; playerStrumline.y = PreferencesMenu.getPref('downscroll') ? FlxG.height - playerStrumline.height - Constants.STRUMLINE_Y_OFFSET : Constants.STRUMLINE_Y_OFFSET; playerStrumline.zIndex = 200; playerStrumline.cameras = [camHUD]; // Position the opponent strumline on the left opponentStrumline.x = Constants.STRUMLINE_X_OFFSET; opponentStrumline.y = PreferencesMenu.getPref('downscroll') ? FlxG.height - opponentStrumline.height - Constants.STRUMLINE_Y_OFFSET : Constants.STRUMLINE_Y_OFFSET; opponentStrumline.zIndex = 100; opponentStrumline.cameras = [camHUD]; if (!PlayStatePlaylist.isStoryMode) { playerStrumline.fadeInArrows(); } if (!PlayStatePlaylist.isStoryMode) { opponentStrumline.fadeInArrows(); } this.refresh(); } /** * Initializes the Discord Rich Presence. */ function initDiscord():Void { #if discord_rpc storyDifficultyText = difficultyString(); iconRPC = currentSong.player2; // To avoid having duplicate images in Discord assets switch (iconRPC) { case 'senpai-angry': iconRPC = 'senpai'; case 'monster-christmas': iconRPC = 'monster'; case 'mom-car': iconRPC = 'mom'; } // String that contains the mode defined here so it isn't necessary to call changePresence for each mode detailsText = isStoryMode ? 'Story Mode: Week $storyWeek' : 'Freeplay'; detailsPausedText = 'Paused - $detailsText'; // Updating Discord Rich Presence. DiscordClient.changePresence(detailsText, '${currentChart.songName} ($storyDifficultyText)', iconRPC); #end } function initPreciseInputs():Void { FlxG.keys.preventDefaultKeys = []; PreciseInputManager.instance.onInputPressed.add(onKeyPress); PreciseInputManager.instance.onInputReleased.add(onKeyRelease); } /** * Initializes the song (applying the chart, generating the notes, etc.) * Should be done before the countdown starts. */ function generateSong():Void { if (currentChart == null) { trace('Song difficulty could not be loaded.'); } Conductor.forceBPM(currentChart.getStartingBPM()); vocals = currentChart.buildVocals(currentPlayerId); if (vocals.members.length == 0) { trace('WARNING: No vocals found for this song.'); } regenNoteData(); generatedMusic = true; } /** * Read note data from the chart and generate the notes. */ function regenNoteData():Void { Highscore.tallies.combo = 0; Highscore.tallies = new Tallies(); // Reset song events. songEvents = currentChart.getEvents(); SongEventParser.resetEvents(songEvents); // TODO: Put this in the chart or something? // var strumlineStyle:StrumlineStyle = null; // switch (currentStageId) // { // case 'school': // strumlineStyle = PIXEL; // case 'schoolEvil': // strumlineStyle = PIXEL; // default: // strumlineStyle = NORMAL; // } // Reset the notes on each strumline. var playerNoteData:Array = []; var opponentNoteData:Array = []; for (songNote in currentChart.notes) { var strumTime:Float = songNote.time; var noteData:Int = songNote.getDirection(); var playerNote:Bool = true; if (noteData > 3) playerNote = false; switch (songNote.getStrumlineIndex()) { case 0: playerNoteData.push(songNote); case 1: opponentNoteData.push(songNote); } } playerStrumline.applyNoteData(playerNoteData); opponentStrumline.applyNoteData(opponentNoteData); } /** * Prepares to start the countdown. * Ends any running cutscenes, creates the strumlines, and starts the countdown. * This is public so that scripts can call it. */ public function startCountdown():Void { // If Countdown.performCountdown returns false, then the countdown was canceled by a script. var result:Bool = Countdown.performCountdown(currentStageId.startsWith('school')); if (!result) return; isInCutscene = false; camCutscene.visible = false; camHUD.visible = true; } /** * Displays a dialogue cutscene with the given ID. * This is used by song scripts to display dialogue. */ public function startConversation(conversationId:String):Void { isInCutscene = true; currentConversation = ConversationDataParser.fetchConversation(conversationId); if (currentConversation == null) return; currentConversation.completeCallback = onConversationComplete; currentConversation.cameras = [camCutscene]; currentConversation.zIndex = 1000; add(currentConversation); refresh(); var event:ScriptEvent = new ScriptEvent(ScriptEvent.CREATE, false); ScriptEventDispatcher.callEvent(currentConversation, event); } /** * Handler function called when a conversation ends. */ function onConversationComplete():Void { isInCutscene = true; remove(currentConversation); currentConversation = null; if (startingSong && !isInCountdown) { startCountdown(); } } /** * Starts playing the song after the countdown has completed. */ function startSong():Void { dispatchEvent(new ScriptEvent(ScriptEvent.SONG_START)); startingSong = false; if (!isGamePaused && currentChart != null) { currentChart.playInst(1.0, false); } FlxG.sound.music.onComplete = endSong; trace('Playing vocals...'); add(vocals); vocals.play(); #if discord_rpc // Updating Discord Rich Presence (with Time Left) DiscordClient.changePresence(detailsText, '${currentChart.songName} ($storyDifficultyText)', iconRPC, true, currentSongLengthMs); #end } /** * Resyncronize the vocal tracks if they have become offset from the instrumental. */ function resyncVocals():Void { if (_exiting || vocals == null) return; vocals.pause(); FlxG.sound.music.play(); Conductor.update(); vocals.time = FlxG.sound.music.time; vocals.play(); } /** * Updates the position and contents of the score display. */ function updateScoreText():Void { // TODO: Add functionality for modules to update the score text. scoreText.text = 'Score:' + songScore; } /** * Updates the values of the health bar. */ function updateHealthBar():Void { healthLerp = FlxMath.lerp(healthLerp, health, 0.15); } /** * Callback executed when one of the note keys is pressed. */ function onKeyPress(event:PreciseInputEvent):Void { // Do the minimal possible work here. inputPressQueue.push(event); } /** * Callback executed when one of the note keys is released. */ function onKeyRelease(event:PreciseInputEvent):Void { // Do the minimal possible work here. inputReleaseQueue.push(event); } /** * Handles opponent note hits and player note misses. */ function processNotes():Void { // Process notes on the opponent's side. for (note in opponentStrumline.notes.members) { if (note == null) continue; var hitWindowStart = note.strumTime - Conductor.HIT_WINDOW_MS; var hitWindowCenter = note.strumTime; var hitWindowEnd = note.strumTime + Conductor.HIT_WINDOW_MS; if (Conductor.songPosition > hitWindowEnd) { note.tooEarly = false; note.mayHit = false; note.tooLate = true; } else if (Conductor.songPosition > hitWindowCenter) { // Call an event to allow canceling the note hit. // NOTE: This is what handles the character animations! var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_HIT, note, 0, true); dispatchEvent(event); // Calling event.cancelEvent() skips all the other logic! Neat! if (event.eventCanceled) continue; // Command the opponent to hit the note on time. // NOTE: This is what handles the strumline and cleaning up the note itself! opponentStrumline.hitNote(note); // scoreNote(); } else if (Conductor.songPosition > hitWindowStart) { note.tooEarly = false; note.mayHit = true; note.tooLate = false; } else { note.tooEarly = true; note.mayHit = false; note.tooLate = false; } } // Process notes on the player's side. for (note in playerStrumline.notes.members) { if (note == null || note.hasBeenHit) continue; // If this is true, the note is already properly off the screen. if (note.hasMissed) { // Call an event to allow canceling the note miss. // NOTE: This is what handles the character animations! var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_MISS, note, 0, true); dispatchEvent(event); // Calling event.cancelEvent() skips all the other logic! Neat! if (event.eventCanceled) continue; // Judge the miss. // NOTE: This is what handles the scoring. onNoteMiss(note); } } // Process hold notes on the player's side. // This handles scoring so we don't need it on the opponent's side. } /** * Spitting out the input for ravy 🙇‍♂️!! */ var inputSpitter:Array = []; /** * PreciseInputEvents are put into a queue between update() calls, * and then processed here. */ function processInputQueue():Void { if (inputPressQueue.length + inputReleaseQueue.length == 0) return; // Ignore inputs during cutscenes. if (isInCutscene || disableKeys) { inputPressQueue = []; inputReleaseQueue = []; return; } // Generate a list of notes within range. var notesInRange:Array = playerStrumline.getNotesInRange(Conductor.songPosition, Conductor.HIT_WINDOW_MS); // If there are notes in range, pressing a key will cause a ghost miss. // var canMiss:Bool = notesInRange.length > 0; var canMiss:Bool = true; // Forced to true for consistency with other input systems. var notesByDirection:Array> = [[], [], [], []]; for (note in notesInRange) notesByDirection[note.direction].push(note); while (inputPressQueue.length > 0) { var input:PreciseInputEvent = inputPressQueue.shift(); playerStrumline.pressKey(input.noteDirection); var notesInDirection:Array = notesByDirection[input.noteDirection]; if (canMiss && notesInDirection.length == 0) { // Pressed a wrong key with notes in range. // Perform a ghost miss. ghostNoteMiss(input.noteDirection, notesInRange.length > 0); // Play the strumline animation. playerStrumline.playPress(input.noteDirection); } else if (notesInDirection.length > 0) { // Choose the first note, deprioritizing low priority notes. var targetNote:Null = notesInDirection.find((note) -> !note.lowPriority); if (targetNote == null) targetNote = notesInDirection[0]; if (targetNote == null) continue; // Judge and hit the note. goodNoteHit(targetNote, input); targetNote.visible = false; targetNote.kill(); // Play the strumline animation. playerStrumline.playConfirm(input.noteDirection); } else { // Play the strumline animation. playerStrumline.playPress(input.noteDirection); } } while (inputReleaseQueue.length > 0) { var input:PreciseInputEvent = inputReleaseQueue.shift(); // Play the strumline animation. playerStrumline.playStatic(input.noteDirection); playerStrumline.releaseKey(input.noteDirection); } } /** * Handle player inputs. */ function keyShit(test:Bool):Void { // control arrays, order L D R U var holdArray:Array = [controls.NOTE_LEFT, controls.NOTE_DOWN, controls.NOTE_UP, controls.NOTE_RIGHT]; var pressArray:Array = [ controls.NOTE_LEFT_P, controls.NOTE_DOWN_P, controls.NOTE_UP_P, controls.NOTE_RIGHT_P ]; var releaseArray:Array = [ controls.NOTE_LEFT_R, controls.NOTE_DOWN_R, controls.NOTE_UP_R, controls.NOTE_RIGHT_R ]; // if (pressArray.contains(true)) // { // var lol:Array = cast pressArray; // inputSpitter.push(Std.int(Conductor.songPosition) + ' ' + lol.join(' ')); // } // HOLDS, check for sustain notes if (holdArray.contains(true) && generatedMusic) { /* activeNotes.forEachAlive(function(daNote:Note) { if (daNote.isSustainNote && daNote.canBeHit && daNote.mustPress && holdArray[daNote.data.noteData]) goodNoteHit(daNote); }); */ } // PRESSES, check for note hits if (pressArray.contains(true) && generatedMusic) { Haptic.vibrate(100, 100); if (currentStage != null && currentStage.getBoyfriend() != null) { currentStage.getBoyfriend().holdTimer = 0; } var possibleNotes:Array = []; // notes that can be hit var directionList:Array = []; // directions that can be hit var dumbNotes:Array = []; // notes to kill later /* activeNotes.forEachAlive(function(daNote:Note) { if (daNote.canBeHit && daNote.mustPress && !daNote.tooLate && !daNote.hasBeenHit) { if (directionList.contains(daNote.data.noteData)) { for (coolNote in possibleNotes) { if (coolNote.data.noteData == daNote.data.noteData && Math.abs(daNote.data.strumTime - coolNote.data.strumTime) < 10) { // if it's the same note twice at < 10ms distance, just delete it // EXCEPT u cant delete it in this loop cuz it fucks with the collection lol dumbNotes.push(daNote); break; } else if (coolNote.data.noteData == daNote.data.noteData && daNote.data.strumTime < coolNote.data.strumTime) { // if daNote is earlier than existing note (coolNote), replace possibleNotes.remove(coolNote); possibleNotes.push(daNote); break; } } } else { possibleNotes.push(daNote); directionList.push(daNote.data.noteData); } } }); */ for (note in dumbNotes) { FlxG.log.add('killing dumb ass note at ' + note.noteData.time); note.kill(); // activeNotes.remove(note, true); note.destroy(); } possibleNotes.sort((a, b) -> Std.int(a.noteData.time - b.noteData.time)); if (perfectMode) { goodNoteHit(possibleNotes[0], null); } else if (possibleNotes.length > 0) { for (shit in 0...pressArray.length) { // if a direction is hit that shouldn't be if (pressArray[shit] && !directionList.contains(shit)) ghostNoteMiss(shit); } for (coolNote in possibleNotes) { if (pressArray[coolNote.noteData.getDirection()]) goodNoteHit(coolNote, null); } } else { // HNGGG I really want to add an option for ghost tapping // L + ratio for (shit in 0...pressArray.length) if (pressArray[shit]) ghostNoteMiss(shit, false); } } if (currentStage == null) return; for (keyId => isPressed in pressArray) { if (playerStrumline == null) continue; var dir:NoteDirection = Strumline.DIRECTIONS[keyId]; if (isPressed && !playerStrumline.isConfirm(dir)) playerStrumline.playPress(dir); if (!holdArray[keyId]) playerStrumline.playStatic(dir); } } function goodNoteHit(note:NoteSprite, input:PreciseInputEvent):Void { if (!note.hasBeenHit) { var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_HIT, note, Highscore.tallies.combo + 1, true); dispatchEvent(event); // Calling event.cancelEvent() skips all the other logic! Neat! if (event.eventCanceled) return; if (!note.isSustainNote) { Highscore.tallies.combo++; Highscore.tallies.totalNotesHit++; if (Highscore.tallies.combo > Highscore.tallies.maxCombo) Highscore.tallies.maxCombo = Highscore.tallies.combo; popUpScore(note, input); } playerStrumline.hitNote(note); vocals.playerVolume = 1; } } /** * Called when a note leaves the screen and is considered missed by the player. * @param note */ function onNoteMiss(note:NoteSprite):Void { // a MISS is when you let a note scroll past you!! Highscore.tallies.missed++; var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_MISS, note, Highscore.tallies.combo, true); dispatchEvent(event); // Calling event.cancelEvent() skips all the other logic! Neat! if (event.eventCanceled) return; health -= 0.0775; if (!isPracticeMode) { songScore -= 10; // messy copy paste rn lol var pressArray:Array = [ controls.NOTE_LEFT_P, controls.NOTE_DOWN_P, controls.NOTE_UP_P, controls.NOTE_RIGHT_P ]; var indices:Array = []; for (i in 0...pressArray.length) { if (pressArray[i]) indices.push(i); } if (indices.length > 0) { for (i in 0...indices.length) { inputSpitter.push( { t: Std.int(Conductor.songPosition), d: indices[i], l: 20 }); } } else { inputSpitter.push( { t: Std.int(Conductor.songPosition), d: -1, l: 20 }); } } vocals.playerVolume = 0; if (Highscore.tallies.combo != 0) { Highscore.tallies.combo = comboPopUps.displayCombo(0); } if (event.playSound) { vocals.playerVolume = 0; FlxG.sound.play(Paths.soundRandom('missnote', 1, 3), FlxG.random.float(0.1, 0.2)); } note.active = false; note.visible = false; } /** * Called when a player presses a key with no note present. * Scripts can modify the amount of health/score lost, whether player animations or sounds are used, * or even cancel the event entirely. * * @param direction * @param hasPossibleNotes */ function ghostNoteMiss(direction:NoteDirection, hasPossibleNotes:Bool = true):Void { var event:GhostMissNoteScriptEvent = new GhostMissNoteScriptEvent(direction, // Direction missed in. hasPossibleNotes, // Whether there was a note you could have hit. - 0.035 * 2, // How much health to add (negative). - 10 // Amount of score to add (negative). ); dispatchEvent(event); // Calling event.cancelEvent() skips animations and penalties. Neat! if (event.eventCanceled) return; health += event.healthChange; if (!isPracticeMode) { songScore += event.scoreChange; var pressArray:Array = [ controls.NOTE_LEFT_P, controls.NOTE_DOWN_P, controls.NOTE_UP_P, controls.NOTE_RIGHT_P ]; var indices:Array = []; for (i in 0...pressArray.length) { if (pressArray[i]) indices.push(i); } for (i in 0...indices.length) { inputSpitter.push( { t: Std.int(Conductor.songPosition), d: indices[i], l: 20 }); } } if (event.playSound) { vocals.playerVolume = 0; FlxG.sound.play(Paths.soundRandom('missnote', 1, 3), FlxG.random.float(0.1, 0.2)); } } /** * Debug keys. Disabled while in cutscenes. */ function debugKeyShit():Void { #if !debug perfectMode = false; #else if (FlxG.keys.justPressed.H) camHUD.visible = !camHUD.visible; #end if (FlxG.keys.justPressed.F4) FlxG.switchState(new MainMenuState()); if (FlxG.keys.justPressed.F5) debug_refreshModules(); // Press U to open stage ditor. if (FlxG.keys.justPressed.U) { // hack for HaxeUI generation, doesn't work unless persistentUpdate is false at state creation!! disableKeys = true; persistentUpdate = false; openSubState(new StageOffsetSubState()); } #if debug // 1: End the song immediately. if (FlxG.keys.justPressed.ONE) endSong(); // 2: Gain 10% health. if (FlxG.keys.justPressed.TWO) health += 0.1 * 2.0; // 3: Lose 5% health. if (FlxG.keys.justPressed.THREE) health -= 0.05 * 2.0; #end // 7: Move to the charter. if (FlxG.keys.justPressed.SEVEN) { lime.app.Application.current.window.alert("Press ~ on the main menu to get to the editor", 'LOL'); } // 8: Move to the offset editor. if (FlxG.keys.justPressed.EIGHT) FlxG.switchState(new funkin.ui.animDebugShit.DebugBoundingState()); // 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); #end if (FlxG.keys.justPressed.B) trace(inputSpitter.join('\n')); } /** * Handles health, score, and rating popups when a note is hit. */ function popUpScore(daNote:NoteSprite, input:PreciseInputEvent):Void { vocals.playerVolume = 1; // Calculate the input latency (do this as late as possible). var inputLatencyMs:Float = haxe.Int64.toInt(PreciseInputManager.getCurrentTimestamp() - input.timestamp) / 1000.0 / 1000.0; trace('Input: ${daNote.noteData.getDirectionName()} pressed ${inputLatencyMs}ms ago!'); // Get the offset and compensate for input latency. // Round inward (trim remainder) for consistency. var noteDiff:Int = Std.int(Conductor.songPosition - daNote.noteData.time - inputLatencyMs); var score = Scoring.scoreNote(noteDiff, PBOT1); var daRating = Scoring.judgeNote(noteDiff, PBOT1); var isSick:Bool = false; var healthMulti:Float = 0; switch (daRating) { case 'killer': Highscore.tallies.killer += 1; healthMulti = 0.033; case 'sick': Highscore.tallies.sick += 1; healthMulti = 0.033; case 'good': Highscore.tallies.good += 1; healthMulti = 0.033 * 0.78; case 'bad': Highscore.tallies.bad += 1; healthMulti = 0.033 * 0.2; case 'shit': Highscore.tallies.shit += 1; healthMulti = 0; case 'miss': Highscore.tallies.missed += 1; healthMulti = 0; } health += healthMulti; if (daRating == "sick" || daRating == "killer") { playerStrumline.playNoteSplash(daNote.noteData.getDirection()); } // Only add the score if you're not on practice mode if (!isPracticeMode) { songScore += score; // TODO: Input splitter uses old input system, make it pull from the precise input queue directly. var pressArray:Array = [ controls.NOTE_LEFT_P, controls.NOTE_DOWN_P, controls.NOTE_UP_P, controls.NOTE_RIGHT_P ]; var indices:Array = []; for (i in 0...pressArray.length) { if (pressArray[i]) indices.push(i); } if (indices.length > 0) { for (i in 0...indices.length) { inputSpitter.push( { t: Std.int(Conductor.songPosition), d: indices[i], l: 20 }); } } else { inputSpitter.push( { t: Std.int(Conductor.songPosition), d: -1, l: 20 }); } } comboPopUps.displayRating(daRating); if (Highscore.tallies.combo >= 10 || Highscore.tallies.combo == 0) comboPopUps.displayCombo(Highscore.tallies.combo); } /** * Handle keyboard inputs during cutscenes. * This includes advancing conversations and skipping videos. * @param elapsed Time elapsed since last game update. */ function handleCutsceneKeys(elapsed:Float):Void { if (currentConversation != null) { if (controls.CUTSCENE_ADVANCE) currentConversation?.advanceConversation(); if (controls.CUTSCENE_SKIP) { currentConversation?.trySkipConversation(elapsed); } else { currentConversation?.trySkipConversation(-1); } } else if (VideoCutscene.isPlaying()) { // This is a video cutscene. if (controls.CUTSCENE_SKIP) { trySkipVideoCutscene(elapsed); } else { trySkipVideoCutscene(-1); } } } /** * Handle logic for the skip timer. * If the skip button is being held, pass the amount of time elapsed since last game update. * If the skip button has been released, pass a negative number. */ function trySkipVideoCutscene(elapsed:Float):Void { if (skipTimer == null || skipTimer.animation == null) return; if (elapsed < 0) { skipHeldTimer = 0.0; } else { skipHeldTimer += elapsed; } skipTimer.visible = skipHeldTimer >= 0.05; skipTimer.amount = Math.min(skipHeldTimer / 1.5, 1.0); if (skipHeldTimer >= 1.5) { VideoCutscene.finishVideo(); } } /** * End the song. Handle saving high scores and transitioning to the results screen. */ function endSong():Void { dispatchEvent(new ScriptEvent(ScriptEvent.SONG_END)); #if sys // spitter for ravy, teehee!! var output = SerializerUtil.toJSON(inputSpitter); sys.io.File.saveContent("./scores.json", output); #end deathCounter = 0; mayPauseGame = false; FlxG.sound.music.volume = 0; vocals.volume = 0; if (currentSong != null && currentSong.validScore) { // crackhead double thingie, sets whether was new highscore, AND saves the song! Highscore.tallies.isNewHighscore = Highscore.saveScoreForDifficulty(currentSong.songId, songScore, currentDifficulty); Highscore.saveCompletionForDifficulty(currentSong.songId, Highscore.tallies.totalNotesHit / Highscore.tallies.totalNotes, currentDifficulty); } if (PlayStatePlaylist.isStoryMode) { PlayStatePlaylist.campaignScore += songScore; // Pop the next song ID from the list. // Returns null if the list is empty. var targetSongId:String = PlayStatePlaylist.playlistSongIds.shift(); if (targetSongId == null) { FlxG.sound.playMusic(Paths.music('freakyMenu')); transIn = FlxTransitionableState.defaultTransIn; transOut = FlxTransitionableState.defaultTransOut; // TODO: Rework week unlock logic. // StoryMenuState.weekUnlocked[Std.int(Math.min(storyWeek + 1, StoryMenuState.weekUnlocked.length - 1))] = true; if (currentSong.validScore) { NGio.unlockMedal(60961); Highscore.saveWeekScoreForDifficulty(PlayStatePlaylist.campaignId, PlayStatePlaylist.campaignScore, currentDifficulty); } // FlxG.save.data.weekUnlocked = StoryMenuState.weekUnlocked; FlxG.save.flush(); moveToResultsScreen(); } else { var difficulty:String = ''; trace('Loading next song ($targetSongId : $difficulty)'); FlxTransitionableState.skipNextTransIn = true; FlxTransitionableState.skipNextTransOut = true; FlxG.sound.music.stop(); vocals.stop(); // TODO: Softcode this cutscene. if (currentSong.songId == 'eggnog') { var blackShit:FlxSprite = new FlxSprite(-FlxG.width * FlxG.camera.zoom, -FlxG.height * FlxG.camera.zoom).makeGraphic(FlxG.width * 3, FlxG.height * 3, FlxColor.BLACK); blackShit.scrollFactor.set(); add(blackShit); camHUD.visible = false; isInCutscene = true; FlxG.sound.play(Paths.sound('Lights_Shut_off'), function() { // no camFollow so it centers on horror tree var targetSong:Song = SongDataParser.fetchSong(targetSongId); var nextPlayState:PlayState = new PlayState( { targetSong: targetSong, targetDifficulty: currentDifficulty, targetCharacter: currentPlayerId, }); nextPlayState.previousCameraFollowPoint = new FlxSprite(cameraFollowPoint.x, cameraFollowPoint.y); LoadingState.loadAndSwitchState(nextPlayState); }); } else { var targetSong:Song = SongDataParser.fetchSong(targetSongId); var nextPlayState:PlayState = new PlayState( { targetSong: targetSong, targetDifficulty: currentDifficulty, targetCharacter: currentPlayerId, }); nextPlayState.previousCameraFollowPoint = new FlxSprite(cameraFollowPoint.x, cameraFollowPoint.y); LoadingState.loadAndSwitchState(nextPlayState); } } } else { moveToResultsScreen(); } } /** * Perform necessary cleanup before leaving the PlayState. */ function performCleanup():Void { if (currentChart != null) { // TODO: Uncache the song. } // Remove reference to stage and remove sprites from it to save memory. if (currentStage != null) { remove(currentStage); currentStage.kill(); dispatchEvent(new ScriptEvent(ScriptEvent.DESTROY, false)); currentStage = null; } GameOverSubState.reset(); // Clear the static reference to this state. instance = null; } /** * Play the camera zoom animation and move to the results screen. */ function moveToResultsScreen():Void { trace('WENT TO RESULTS SCREEN!'); // Stop camera zooming on beat. cameraZoomRate = 0; // If the opponent is GF, zoom in on the opponent. // Else, if there is no GF, zoom in on BF. // Else, zoom in on GF. var targetDad:Bool = currentStage.getDad() != null && currentStage.getDad().characterId == 'gf'; var targetBF:Bool = currentStage.getGirlfriend() == null && !targetDad; if (targetBF) { FlxG.camera.follow(currentStage.getBoyfriend(), null, 0.05); FlxG.camera.targetOffset.y -= 350; FlxG.camera.targetOffset.x += 20; } else if (targetDad) { FlxG.camera.follow(currentStage.getDad(), null, 0.05); FlxG.camera.targetOffset.y -= 350; FlxG.camera.targetOffset.x += 20; } else { FlxG.camera.follow(currentStage.getGirlfriend(), null, 0.05); FlxG.camera.targetOffset.y -= 350; FlxG.camera.targetOffset.x += 20; } FlxTween.tween(camHUD, {alpha: 0}, 0.6); // Zoom in on Girlfriend (or BF if no GF) new FlxTimer().start(0.8, function(_) { if (targetBF) { currentStage.getBoyfriend().animation.play('hey'); } else if (targetDad) { currentStage.getDad().animation.play('cheer'); } else { currentStage.getGirlfriend().animation.play('cheer'); } // Zoom over to the Results screen. FlxTween.tween(FlxG.camera, {zoom: 1200}, 1.1, { ease: FlxEase.expoIn, onComplete: function(_) { persistentUpdate = false; vocals.stop(); camHUD.alpha = 1; var res:ResultState = new ResultState(); res.camera = camHUD; openSubState(res); } }); }); } /** * Pauses music and vocals easily. */ public function pauseMusic():Void { FlxG.sound.music.pause(); vocals.pause(); } /** * Resets the camera's zoom level and focus point. */ public function resetCamera():Void { FlxG.camera.follow(cameraFollowPoint, LOCKON, 0.04); FlxG.camera.targetOffset.set(); FlxG.camera.zoom = defaultCameraZoom; FlxG.camera.focusOn(cameraFollowPoint.getPosition()); } #if debug /** * Jumps forward or backward a number of sections in the song. * Accounts for BPM changes, does not prevent death from skipped notes. * @param sections The number of sections to jump, negative to go backwards. */ function changeSection(sections:Int):Void { FlxG.sound.music.pause(); FlxG.sound.music.time += sections * Conductor.measureLengthMs; 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 }