package funkin.play.notes; import funkin.play.notes.notestyle.NoteStyle; import flixel.graphics.frames.FlxAtlasFrames; import flixel.FlxSprite; import funkin.play.notes.NoteSprite; /** * The actual receptor that you see on screen. */ class StrumlineNote extends FlxSprite { public var isPlayer(default, null):Bool; public var direction(default, set):NoteDirection; var confirmHoldTimer:Float = -1; static final CONFIRM_HOLD_TIME:Float = 0.1; function set_direction(value:NoteDirection):NoteDirection { this.direction = value; return this.direction; } public function new(noteStyle:NoteStyle, isPlayer:Bool, direction:NoteDirection) { super(0, 0); this.isPlayer = isPlayer; this.direction = direction; setup(noteStyle); this.animation.callback = onAnimationFrame; this.animation.finishCallback = onAnimationFinished; // Must be true for animations to play. this.active = true; } function onAnimationFrame(name:String, frameNumber:Int, frameIndex:Int):Void {} function onAnimationFinished(name:String):Void { // Run a timer before we stop playing the confirm animation. // On opponent, this prevent issues with hold notes. // On player, this allows holding the confirm key to fall back to press. if (name == 'confirm') { confirmHoldTimer = 0; } } override function update(elapsed:Float) { super.update(elapsed); centerOrigin(); if (confirmHoldTimer >= 0) { confirmHoldTimer += elapsed; // Ensure the opponent stops holding the key after a certain amount of time. if (confirmHoldTimer >= CONFIRM_HOLD_TIME) { confirmHoldTimer = -1; playStatic(); } } } function setup(noteStyle:NoteStyle):Void { noteStyle.applyStrumlineFrames(this); noteStyle.applyStrumlineAnimations(this, this.direction); this.setGraphicSize(Std.int(Strumline.STRUMLINE_SIZE * noteStyle.getStrumlineScale())); this.updateHitbox(); noteStyle.applyStrumlineOffsets(this); this.playStatic(); } public function playAnimation(name:String = 'static', force:Bool = false, reversed:Bool = false, startFrame:Int = 0):Void { this.animation.play(name, force, reversed, startFrame); centerOffsets(); centerOrigin(); } public function playStatic():Void { this.active = false; this.playAnimation('static', true); } public function playPress():Void { this.active = true; this.playAnimation('press', true); } public function playConfirm():Void { this.active = true; this.playAnimation('confirm', true); } public function isConfirm():Bool { return getCurrentAnimation().startsWith('confirm'); } public function holdConfirm():Void { this.active = true; if (getCurrentAnimation() == "confirm-hold") { return; } else if (getCurrentAnimation() == "confirm") { if (isAnimationFinished()) { this.confirmHoldTimer = -1; this.playAnimation('confirm-hold', false, false); } } else { this.playAnimation('confirm', false, false); } } /** * Returns the name of the animation that is currently playing. * If no animation is playing (usually this means the sprite is BROKEN!), * returns an empty string to prevent NPEs. */ public function getCurrentAnimation():String { if (this.animation == null || this.animation.curAnim == null) return ""; return this.animation.curAnim.name; } public function isAnimationFinished():Bool { return this.animation.finished; } static final DEFAULT_OFFSET:Int = 13; /** * Adjusts the position of the sprite's graphic relative to the hitbox. */ function fixOffsets():Void { // Automatically center the bounding box within the graphic. this.centerOffsets(); if (getCurrentAnimation() == "confirm") { // Move the graphic down and to the right to compensate for // the "glow" effect on the strumline note. this.offset.x -= DEFAULT_OFFSET; this.offset.y -= DEFAULT_OFFSET; } else { this.centerOrigin(); } } }