package funkin.play.notes; import funkin.play.song.SongData.SongNoteData; import flixel.graphics.frames.FlxAtlasFrames; import flixel.FlxSprite; class NoteSprite extends FlxSprite { static final DIRECTION_COLORS:Array = ['purple', 'blue', 'green', 'red']; public var holdNoteSprite:SustainTrail; /** * The time at which the note should be hit, in milliseconds. */ public var strumTime(default, set):Float; function set_strumTime(value:Float):Float { this.strumTime = value; return this.strumTime; } /** * The time at which the note should be hit, in steps. */ public var stepTime(get, never):Float; function get_stepTime():Float { // TODO: Account for changes in BPM. return this.strumTime / Conductor.stepLengthMs; } /** * An extra attribute for the note. * For example, whether the note is an "alt" note, or whether it has custom behavior on hit. */ public var kind(default, set):String; function set_kind(value:String):String { this.kind = value; return this.kind; } /** * The data of the note (i.e. the direction.) */ public var direction(default, set):NoteDirection; function set_direction(value:Int):Int { if (frames == null) return value; animation.play(DIRECTION_COLORS[value] + 'Scroll'); this.direction = value; return this.direction; } public var noteData:SongNoteData; public var isHoldNote(get, never):Bool; function get_isHoldNote():Bool { return noteData.length > 0; } /** * Set this flag to true when hitting the note to avoid scoring it multiple times. */ public var hasBeenHit:Bool = false; /** * Register this note as hit only after any other notes */ public var lowPriority:Bool = false; /** * This is true if the note is later than 10 frames within the strumline, * and thus can't be hit by the player. * It will be destroyed after it moves offscreen. * Managed by PlayState. */ public var hasMissed:Bool; /** * This is true if the note is earlier than 10 frames within the strumline. * and thus can't be hit by the player. * Managed by PlayState. */ public var tooEarly:Bool; /** * This is true if the note is within 10 frames of the strumline, * and thus may be hit by the player. * Managed by PlayState. */ public var mayHit:Bool; /** * This is true if the PlayState has performed the logic for missing this note. * Subtracting score, subtracting health, etc. */ public var handledMiss:Bool; public function new(strumTime:Float = 0, direction:Int = 0) { super(0, -9999); this.strumTime = strumTime; this.direction = direction; if (this.strumTime < 0) this.strumTime = 0; setupNoteGraphic(); // Disables the update() function for performance. this.active = false; } public static function buildNoteFrames(force:Bool = false):FlxAtlasFrames { // static variables inside functions are a cool of Haxe 4.3.0. static var noteFrames:FlxAtlasFrames = null; if (noteFrames != null && !force) return noteFrames; noteFrames = Paths.getSparrowAtlas('notes'); noteFrames.parent.persist = true; return noteFrames; } function setupNoteGraphic():Void { this.frames = buildNoteFrames(); animation.addByPrefix('greenScroll', 'noteUp'); animation.addByPrefix('redScroll', 'noteRight'); animation.addByPrefix('blueScroll', 'noteDown'); animation.addByPrefix('purpleScroll', 'noteLeft'); setGraphicSize(Strumline.STRUMLINE_SIZE); updateHitbox(); } public override function revive():Void { super.revive(); this.active = false; this.tooEarly = false; this.hasBeenHit = false; this.mayHit = false; this.hasMissed = false; } public override function kill():Void { super.kill(); } public override function destroy():Void { // This function should ONLY get called as you leave PlayState entirely. // Otherwise, we want the game to keep reusing note sprites to save memory. super.destroy(); } }