package funkin; import flixel.FlxSprite; import flixel.FlxState; import flixel.graphics.FlxGraphic; import flixel.graphics.frames.FlxAtlasFrames; import flixel.math.FlxMath; import flixel.math.FlxPoint; import flixel.math.FlxRect; import flixel.system.FlxAssets.FlxGraphicAsset; import flixel.tweens.FlxEase; import flixel.tweens.FlxTween; import funkin.play.PlayState; import funkin.shaderslmfao.ScreenWipeShader; import haxe.format.JsonParser; import lime.math.Rectangle; import lime.utils.Assets; import openfl.filters.ShaderFilter; class CoolUtil { public static function coolBaseLog(base:Float, fin:Float):Float { return Math.log(fin) / Math.log(base); } public static function coolTextFile(path:String):Array { var daList:Array = []; var swagArray:Array = Assets.getText(path).trim().split('\n'); for (item in swagArray) { // comment support in the quick lil text formats??? using // if (!item.trim().startsWith('//')) daList.push(item); } for (i in 0...daList.length) { daList[i] = daList[i].trim(); } return daList; } public static function numberArray(max:Int, ?min = 0):Array { var dumbArray:Array = []; for (i in min...max) { dumbArray.push(i); } return dumbArray; } static var oldCamPos:FlxPoint = new FlxPoint(); static var oldMousePos:FlxPoint = new FlxPoint(); /** * Used to be for general camera middle click dragging, now generalized for any click and drag type shit! * Listen I don't make the rules here * @param target what you want to be dragged, defaults to CAMERA SCROLL * @param jusPres the "justPressed", should be a button of some sort * @param pressed the "pressed", which should be the same button as `jusPres` */ public static function mouseCamDrag(?target:FlxPoint, ?jusPres:Bool, ?pressed:Bool):Void { if (target == null) target = FlxG.camera.scroll; if (jusPres == null) jusPres = FlxG.mouse.justPressedMiddle; if (pressed == null) pressed = FlxG.mouse.pressedMiddle; if (jusPres) { oldCamPos.set(target.x, target.y); oldMousePos.set(FlxG.mouse.screenX, FlxG.mouse.screenY); } if (pressed) { target.x = oldCamPos.x - (FlxG.mouse.screenX - oldMousePos.x); target.y = oldCamPos.y - (FlxG.mouse.screenY - oldMousePos.y); } } public static function mouseWheelZoom():Void { if (FlxG.mouse.wheel != 0) FlxG.camera.zoom += FlxG.mouse.wheel * (0.1 * FlxG.camera.zoom); } /** Lerps camera, but accountsfor framerate shit? Right now it's simply for use to change the followLerp variable of a camera during update TODO LATER MAYBE: Actually make and modify the scroll and lerp shit in it's own function instead of solely relying on changing the lerp on the fly */ public static function camLerpShit(lerp:Float):Float { return lerp * (FlxG.elapsed / (1 / 60)); } public static function coolSwitchState(state:FlxState, transitionTex:String = "shaderTransitionStuff/coolDots", time:Float = 2) { var screenShit:FlxSprite = new FlxSprite().loadGraphic(Paths.image("shaderTransitionStuff/coolDots")); var screenWipeShit:ScreenWipeShader = new ScreenWipeShader(); screenWipeShit.funnyShit.input = screenShit.pixels; FlxTween.tween(screenWipeShit, {daAlphaShit: 1}, time, { ease: FlxEase.quadInOut, onComplete: function(twn) { screenShit.destroy(); FlxG.switchState(new MainMenuState()); } }); FlxG.camera.setFilters([new ShaderFilter(screenWipeShit)]); } /* * frame dependant lerp kinda lol */ public static function coolLerp(base:Float, target:Float, ratio:Float):Float { return base + camLerpShit(ratio) * (target - base); } }