package funkin.graphics.rendering; import flixel.FlxSprite; import flixel.graphics.FlxGraphic; import flixel.graphics.tile.FlxDrawTrianglesItem; import flixel.math.FlxMath; /** * This is based heavily on the `FlxStrip` class. It uses `drawTriangles()` to clip a sustain note * trail at a certain time. * The whole `FlxGraphic` is used as a texture map. See the `NOTE_hold_assets.fla` file for specifics * on how it should be constructed. * * @author MtH */ class SustainTrail extends FlxSprite { /** * Used to determine which note color/direction to draw for the sustain. */ public var noteData:Int = 0; /** * The zoom level to render the sustain at. * Defaults to 1.0, increased to 6.0 for pixel notes. */ public var zoom(default, set):Float = 1; /** * The strumtime of the note, in milliseconds. */ public var strumTime:Float = 0; // millis /** * The sustain length of the note, in milliseconds. */ public var sustainLength(default, set):Float = 0; // millis /** * The scroll speed of the note, as a multiplier. */ public var scrollSpeed(default, set):Float = 1.0; // stand-in for PlayState scroll speed /** * Whether the note was missed. */ public var missed:Bool = false; // maybe BlendMode.MULTIPLY if missed somehow, drawTriangles does not support! /** * A `Vector` of floats where each pair of numbers is treated as a coordinate location (an x, y pair). */ var vertices:DrawData = new DrawData(); /** * A `Vector` of integers or indexes, where every three indexes define a triangle. */ var indices:DrawData = new DrawData(); /** * A `Vector` of normalized coordinates used to apply texture mapping. */ var uvtData:DrawData = new DrawData(); var processedGraphic:FlxGraphic; /** * What part of the trail's end actually represents the end of the note. * This can be used to have a little bit sticking out. */ public var endOffset:Float = 0.5; // 0.73 is roughly the bottom of the sprite in the normal graphic! /** * At what point the bottom for the trail's end should be clipped off. * Used in cases where there's an extra bit of the graphic on the bottom to avoid antialiasing issues with overflow. */ public var bottomClip:Float = 0.9; /** * Normally you would take strumTime:Float, noteData:Int, sustainLength:Float, parentNote:Note (?) * @param NoteData * @param SustainLength * @param FileName */ public function new(NoteData:Int, SustainLength:Float, Path:String, ?Alpha:Float = 0.6, ?Pixel:Bool = false) { super(0, 0, Path); // BASIC SETUP this.sustainLength = SustainLength; this.noteData = NoteData; // CALCULATE SIZE if (Pixel) { this.endOffset = bottomClip = 1; this.antialiasing = false; this.zoom = 6.0; } else { this.antialiasing = true; this.zoom = 1.0; } // width = graphic.width / 8 * zoom; // amount of notes * 2 height = sustainHeight(sustainLength, scrollSpeed); // instead of scrollSpeed, PlayState.SONG.speed alpha = Alpha; // setting alpha calls updateColorTransform(), which initializes processedGraphic! updateClipping(); indices = new DrawData(12, true, [0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4]); } /** * Calculates height of a sustain note for a given length (milliseconds) and scroll speed. * @param susLength The length of the sustain note in milliseconds. * @param scroll The current scroll speed. */ public static inline function sustainHeight(susLength:Float, scroll:Float) { return (susLength * 0.45 * scroll); } function set_zoom(z:Float) { this.zoom = z; width = graphic.width / 8 * z; updateClipping(); return this.zoom; } function set_sustainLength(s:Float) { height = sustainHeight(s, scrollSpeed); return sustainLength = s; } function set_scrollSpeed(s:Float) { height = sustainHeight(sustainLength, s); return scrollSpeed = s; } /** * Sets up new vertex and UV data to clip the trail. * If flipY is true, top and bottom bounds swap places. * @param songTime The time to clip the note at, in milliseconds. */ public function updateClipping(songTime:Float = 0):Void { var clipHeight:Float = FlxMath.bound(sustainHeight(sustainLength - (songTime - strumTime), scrollSpeed), 0, height); if (clipHeight == 0) { visible = false; return; } else visible = true; var bottomHeight:Float = graphic.height * zoom * endOffset; var partHeight:Float = clipHeight - bottomHeight; // == HOLD == // // left bound vertices[6] = vertices[0] = 0.0; // top bound vertices[3] = vertices[1] = flipY ? clipHeight : height - clipHeight; // right bound vertices[4] = vertices[2] = width; // bottom bound (also top bound for hold ends) if (partHeight > 0) vertices[7] = vertices[5] = flipY ? 0.0 + bottomHeight : vertices[1] + partHeight; else vertices[7] = vertices[5] = vertices[1]; // same shit with da bounds, just in relation to the texture uvtData[6] = uvtData[0] = 1 / 4 * (noteData % 4); // height overflows past image bounds so wraps around, looping the texture // flipY bounds are not swapped for UV data, so the graphic is actually flipped // top bound uvtData[3] = uvtData[1] = (-partHeight) / graphic.height / zoom; uvtData[4] = uvtData[2] = uvtData[0] + 1 / 8; // 1 // bottom bound uvtData[7] = uvtData[5] = 0.0; // == HOLD ENDS == // // left bound vertices[14] = vertices[8] = vertices[0]; // top bound vertices[11] = vertices[9] = vertices[5]; // right bound vertices[12] = vertices[10] = vertices[2]; // bottom bound, mind the bottomClip because it clips off bottom of graphic!! vertices[15] = vertices[13] = flipY ? graphic.height * (-bottomClip + endOffset) : height + graphic.height * (bottomClip - endOffset); uvtData[14] = uvtData[8] = uvtData[2]; if (partHeight > 0) uvtData[11] = uvtData[9] = 0.0; else uvtData[11] = uvtData[9] = (bottomHeight - clipHeight) / zoom / graphic.height; uvtData[12] = uvtData[10] = uvtData[8] + 1 / 8; // again, clips off bottom !! uvtData[15] = uvtData[13] = bottomClip; } @:access(flixel.FlxCamera) override public function draw():Void { if (alpha == 0 || graphic == null || vertices == null) return; for (camera in cameras) { if (!camera.visible || !camera.exists || !isOnScreen(camera)) continue; getScreenPosition(_point, camera).subtractPoint(offset); camera.drawTriangles(processedGraphic, vertices, indices, uvtData, null, _point, blend, true, antialiasing); } } override public function destroy():Void { vertices = null; indices = null; uvtData = null; processedGraphic.destroy(); super.destroy(); } override function updateColorTransform():Void { super.updateColorTransform(); if (processedGraphic != null) processedGraphic.destroy(); processedGraphic = FlxGraphic.fromGraphic(graphic, true); processedGraphic.bitmap.colorTransform(processedGraphic.bitmap.rect, colorTransform); } }