package funkin.ui.title; #if html5 import funkin.graphics.video.FlxVideo; #else import hxcodec.flixel.FlxVideoSprite; #end import funkin.ui.MusicBeatState; /** * After about 2 minutes of inactivity on the title screen, * the game will enter the Attract state, as a reference to physical arcade machines. * * In the current version, this just plays the Kickstarter trailer, but this can be changed to * gameplay footage, a generic game trailer, or something more elaborate. */ class AttractState extends MusicBeatState { static final ATTRACT_VIDEO_PATH:String = Paths.videos('kickstarterTrailer'); public override function create():Void { // Pause existing music. FlxG.sound.music.stop(); #if html5 playVideoHTML5(ATTRACT_VIDEO_PATH); #else playVideoNative(ATTRACT_VIDEO_PATH); #end } #if html5 var vid:FlxVideo; function playVideoHTML5(filePath:String):Void { // Video displays OVER the FlxState. vid = new FlxVideo(filePath); if (vid != null) { vid.zIndex = 0; vid.finishCallback = onAttractEnd; add(vid); } else { trace('ALERT: Video is null! Could not play cutscene!'); } } #else var vid:FlxVideoSprite; function playVideoNative(filePath:String):Void { // Video displays OVER the FlxState. vid = new FlxVideoSprite(0, 0); if (vid != null) { vid.zIndex = 0; vid.bitmap.onEndReached.add(onAttractEnd); add(vid); vid.play(filePath, false); } else { trace('ALERT: Video is null! Could not play cutscene!'); } } #end public override function update(elapsed:Float):Void { super.update(elapsed); // If the user presses any button, skip the video. if (FlxG.keys.justPressed.ANY) { onAttractEnd(); } } /** * When the attraction state ends (after the video ends or the user presses any button), * switch immediately to the title screen. */ function onAttractEnd():Void { #if html5 if (vid != null) { remove(vid); } #else if (vid != null) { vid.stop(); remove(vid); } #end vid.destroy(); vid = null; FlxG.switchState(new TitleState()); } }