package; import flixel.FlxGame; import flixel.FlxState; import funkin.util.logging.CrashHandler; import funkin.ui.debug.MemoryCounter; import funkin.save.Save; import haxe.ui.Toolkit; import openfl.display.FPS; import openfl.display.Sprite; import openfl.events.Event; import openfl.Lib; import openfl.media.Video; import openfl.net.NetStream; /** * The main class which initializes HaxeFlixel and starts the game in its initial state. */ class Main extends Sprite { var gameWidth:Int = 1280; // Width of the game in pixels (might be less / more in actual pixels depending on your zoom). var gameHeight:Int = 720; // Height of the game in pixels (might be less / more in actual pixels depending on your zoom). var initialState:Class = funkin.InitState; // The FlxState the game starts with. var zoom:Float = -1; // If -1, zoom is automatically calculated to fit the window dimensions. #if web var framerate:Int = 60; // How many frames per second the game should run at. #else // TODO: This should probably be in the options menu? var framerate:Int = 144; // How many frames per second the game should run at. #end var skipSplash:Bool = true; // Whether to skip the flixel splash screen that appears in release mode. var startFullscreen:Bool = false; // Whether to start the game in fullscreen on desktop targets // You can pretty much ignore everything from here on - your code should go in your states. public static function main():Void { // We need to make the crash handler LITERALLY FIRST so nothing EVER gets past it. CrashHandler.initialize(); CrashHandler.queryStatus(); Lib.current.addChild(new Main()); } public function new() { super(); // Initialize custom logging. haxe.Log.trace = funkin.util.logging.AnsiTrace.trace; funkin.util.logging.AnsiTrace.traceBF(); // Load mods to override assets. // TODO: Replace with loadEnabledMods() once the user can configure the mod list. funkin.modding.PolymodHandler.loadAllMods(); if (stage != null) { init(); } else { addEventListener(Event.ADDED_TO_STAGE, init); } } function init(?event:Event):Void { if (hasEventListener(Event.ADDED_TO_STAGE)) { removeEventListener(Event.ADDED_TO_STAGE, init); } setupGame(); } var video:Video; var netStream:NetStream; var overlay:Sprite; /** * A frame counter displayed at the top left. */ public static var fpsCounter:FPS; /** * A RAM counter displayed at the top left. */ public static var memoryCounter:MemoryCounter; function setupGame():Void { initHaxeUI(); // addChild gets called by the user settings code. fpsCounter = new FPS(10, 3, 0xFFFFFF); #if !html5 // addChild gets called by the user settings code. // TODO: disabled on HTML5 (todo: find another method that works?) memoryCounter = new MemoryCounter(10, 13, 0xFFFFFF); #end // George recommends binding the save before FlxGame is created. Save.load(); var game:FlxGame = new FlxGame(gameWidth, gameHeight, initialState, framerate, framerate, skipSplash, startFullscreen); // FlxG.game._customSoundTray wants just the class, it calls new from // create() in there, which gets called when it's added to stage // which is why it needs to be added before addChild(game) here @:privateAccess game._customSoundTray = funkin.ui.options.FunkinSoundTray; addChild(game); #if hxcpp_debug_server trace('hxcpp_debug_server is enabled! You can now connect to the game with a debugger.'); #else trace('hxcpp_debug_server is disabled! This build does not support debugging.'); #end } function initHaxeUI():Void { // Calling this before any HaxeUI components get used is important: // - It initializes the theme styles. // - It scans the class path and registers any HaxeUI components. Toolkit.init(); Toolkit.theme = 'dark'; // don't be cringe Toolkit.autoScale = false; funkin.input.Cursor.registerHaxeUICursors(); haxe.ui.tooltips.ToolTipManager.defaultDelay = 200; } }