package funkin.play.cutscene.dialogue; import flixel.FlxSprite; import funkin.modding.events.ScriptEvent; import flixel.graphics.frames.FlxFramesCollection; import funkin.util.assets.FlxAnimationUtil; import funkin.modding.IScriptedClass.IDialogueScriptedClass; /** * The character sprite which displays during dialogue. * * Most conversations have two speakers, with one being flipped. */ class Speaker extends FlxSprite implements IDialogueScriptedClass { /** * The internal ID for this speaker. */ public final speakerId:String; /** * The full data for a speaker. */ var speakerData:SpeakerData; /** * A readable name for this speaker. */ public var speakerName(get, never):String; function get_speakerName():String { return speakerData.name; } /** * Offset the speaker's sprite by this much when playing each animation. */ var animationOffsets:Map> = new Map>(); /** * The current animation offset being used. */ var animOffsets(default, set):Array = [0, 0]; function set_animOffsets(value:Array):Array { if (animOffsets == null) animOffsets = [0, 0]; if ((animOffsets[0] == value[0]) && (animOffsets[1] == value[1])) return value; var xDiff:Float = value[0] - animOffsets[0]; var yDiff:Float = value[1] - animOffsets[1]; this.x += xDiff; this.y += yDiff; return animOffsets = value; } /** * The offset of the speaker overall. */ public var globalOffsets(default, set):Array = [0, 0]; function set_globalOffsets(value:Array):Array { if (globalOffsets == null) globalOffsets = [0, 0]; if (globalOffsets == value) return value; var xDiff:Float = value[0] - globalOffsets[0]; var yDiff:Float = value[1] - globalOffsets[1]; this.x += xDiff; this.y += yDiff; return globalOffsets = value; } public function new(speakerId:String) { super(); this.speakerId = speakerId; this.speakerData = SpeakerDataParser.parseSpeakerData(this.speakerId); if (speakerData == null) throw 'Could not load speaker data for speaker ID "$speakerId"'; } /** * Called when speaker is being created. * @param event The script event. */ public function onCreate(event:ScriptEvent):Void { this.globalOffsets = [0, 0]; this.x = 0; this.y = 0; this.alpha = 1; loadSpritesheet(); loadAnimations(); } function loadSpritesheet():Void { trace('[SPEAKER] Loading spritesheet ${speakerData.assetPath} for ${speakerId}'); var tex:FlxFramesCollection = Paths.getSparrowAtlas(speakerData.assetPath); if (tex == null) { trace('Could not load Sparrow sprite: ${speakerData.assetPath}'); return; } this.frames = tex; if (speakerData.isPixel) { this.antialiasing = false; } else { this.antialiasing = true; } this.flipX = speakerData.flipX; this.globalOffsets = speakerData.offsets; this.setScale(speakerData.scale); } /** * Set the sprite scale to the appropriate value. * @param scale */ public function setScale(scale:Null):Void { if (scale == null) scale = 1.0; this.scale.x = scale; this.scale.y = scale; this.updateHitbox(); } function loadAnimations():Void { trace('[SPEAKER] Loading ${speakerData.animations.length} animations for ${speakerId}'); FlxAnimationUtil.addAtlasAnimations(this, speakerData.animations); for (anim in speakerData.animations) { if (anim.offsets == null) { setAnimationOffsets(anim.name, 0, 0); } else { setAnimationOffsets(anim.name, anim.offsets[0], anim.offsets[1]); } } var animNames:Array = this.animation.getNameList(); trace('[SPEAKER] Successfully loaded ${animNames.length} animations for ${speakerId}'); } /** * @param name The name of the animation to play. * @param restart Whether to restart the animation if it is already playing. */ public function playAnimation(name:String, restart:Bool = false):Void { var correctName:String = correctAnimationName(name); if (correctName == null) return; this.animation.play(correctName, restart, false, 0); applyAnimationOffsets(correctName); } public function getCurrentAnimation():String { if (this.animation == null || this.animation.curAnim == null) return ""; return this.animation.curAnim.name; } /** * Ensure that a given animation exists before playing it. * Will gracefully check for name, then name with stripped suffixes, then 'idle', then fail to play. * @param name */ function correctAnimationName(name:String):String { // If the animation exists, we're good. if (hasAnimation(name)) return name; trace('[BOPPER] Animation "$name" does not exist!'); // Attempt to strip a `-alt` suffix, if it exists. if (name.lastIndexOf('-') != -1) { var correctName = name.substring(0, name.lastIndexOf('-')); trace('[BOPPER] Attempting to fallback to "$correctName"'); return correctAnimationName(correctName); } else { if (name != 'idle') { trace('[BOPPER] Attempting to fallback to "idle"'); return correctAnimationName('idle'); } else { trace('[BOPPER] Failing animation playback.'); return null; } } } public function hasAnimation(id:String):Bool { if (this.animation == null) return false; return this.animation.getByName(id) != null; } /** * Define the animation offsets for a specific animation. */ public function setAnimationOffsets(name:String, xOffset:Float, yOffset:Float):Void { animationOffsets.set(name, [xOffset, yOffset]); } /** * Retrieve an apply the animation offsets for a specific animation. */ function applyAnimationOffsets(name:String):Void { var offsets:Array = animationOffsets.get(name); if (offsets != null && !(offsets[0] == 0 && offsets[1] == 0)) { this.animOffsets = offsets; } else { this.animOffsets = [0, 0]; } } public function onDialogueStart(event:DialogueScriptEvent):Void {} public function onDialogueCompleteLine(event:DialogueScriptEvent):Void {} public function onDialogueLine(event:DialogueScriptEvent):Void {} public function onDialogueSkip(event:DialogueScriptEvent):Void {} public function onDialogueEnd(event:DialogueScriptEvent):Void {} public function onUpdate(event:UpdateScriptEvent):Void {} public function onDestroy(event:ScriptEvent):Void { frames = null; this.x = 0; this.y = 0; this.globalOffsets = [0, 0]; this.alpha = 0; this.kill(); } public function onScriptEvent(event:ScriptEvent):Void {} }