package funkin.play; import flixel.FlxCamera; import flixel.FlxObject; import flixel.FlxSprite; import flixel.FlxState; import flixel.FlxSubState; import flixel.addons.transition.FlxTransitionableState; import flixel.group.FlxGroup; import flixel.math.FlxMath; import flixel.math.FlxRect; import flixel.text.FlxText; import flixel.tweens.FlxEase; import flixel.tweens.FlxTween; import flixel.ui.FlxBar; import flixel.util.FlxColor; import flixel.util.FlxSort; import flixel.util.FlxTimer; import funkin.Highscore.Tallies; import funkin.Note; import funkin.Section.SwagSection; import funkin.SongLoad.SwagSong; import funkin.charting.ChartingState; import funkin.modding.events.ScriptEvent; import funkin.modding.events.ScriptEventDispatcher; import funkin.play.GameOverSubstate; import funkin.play.HealthIcon; import funkin.play.Strumline.StrumlineArrow; import funkin.play.Strumline.StrumlineStyle; import funkin.play.character.BaseCharacter; import funkin.play.character.CharacterData; import funkin.play.event.SongEvent.SongEventParser; import funkin.play.scoring.Scoring; import funkin.play.song.Song; import funkin.play.song.SongData.SongEventData; import funkin.play.song.SongData.SongNoteData; import funkin.play.song.SongData.SongPlayableChar; import funkin.play.song.SongValidator; import funkin.play.stage.Stage; import funkin.play.stage.StageData; import funkin.ui.PopUpStuff; import funkin.ui.PreferencesMenu; import funkin.ui.stageBuildShit.StageOffsetSubstate; import funkin.util.Constants; import funkin.util.SortUtil; import lime.ui.Haptic; #if discord_rpc import Discord.DiscordClient; #end class PlayState extends MusicBeatState { /** * STATIC VARIABLES * Static variables should be used for information that must be persisted between states or between resets, * such as the active song or song playlist. */ /** * The currently active PlayState. * Since there is only one PlayState in existance at a time, we can use a singleton. */ public static var instance:PlayState = null; /** * The currently active song. Includes data about what stage should be used, what characters, * and the notes to be played. */ public static var currentSong:SwagSong = null; public static var currentSong_NEW:Song = null; /** * Whether the game is currently in Story Mode. If false, we are in Free Play Mode. */ public static var isStoryMode:Bool = false; /** * Whether the game is currently in Practice Mode. * If true, player will not lose gain or lose score from notes. */ public static var isPracticeMode:Bool = false; /** * Whether the game is currently in a cutscene, and gameplay should be stopped. */ public static var isInCutscene:Bool = false; /** * Whether the inputs should be disabled for whatever reason... used for the stage edit lol! */ public static var disableKeys:Bool = false; /** * Whether the game is currently in the countdown before the song resumes. */ public static var isInCountdown:Bool = false; /** * Gets set to true when the PlayState needs to reset (player opted to restart or died). * Gets disabled once resetting happens. */ public static var needsReset:Bool = false; /** * The current "Blueball Counter" to display in the pause menu. * Resets when you beat a song or go back to the main menu. */ public static var deathCounter:Int = 0; /** * The default camera zoom level. The camera lerps back to this after zooming in. * Defaults to 1.05 but may be larger or smaller depending on the current stage. */ public static var defaultCameraZoom:Float = 1.05; /** * Used to persist the position of the `cameraFollowPosition` between resets. */ static var previousCameraFollowPoint:FlxObject = null; /** * PUBLIC INSTANCE VARIABLES * Public instance variables should be used for information that must be reset or dereferenced * every time the state is reset, such as the currently active stage, but may need to be accessed externally. */ /** * The currently active Stage. This is the object containing all the props. */ public var currentStage:Stage = null; public var currentChart(get, null):SongDifficulty; /** * The internal ID of the currently active Stage. * Used to retrieve the data required to build the `currentStage`. */ public var currentStageId:String = ''; /** * The player's current health. * The default maximum health is 2.0, and the default starting health is 1.0. */ public var health:Float = 1; /** * The player's current score. */ public var songScore:Int = 0; /** * An empty FlxObject contained in the scene. * The current gameplay camera will be centered on this object. Tween its position to move the camera smoothly. * * This is an FlxSprite for two reasons: * 1. It needs to be an object in the scene for the camera to be configured to follow it. * 2. It needs to be an FlxSprite to allow a graphic (optionally, for debug purposes) to be drawn on it. */ public var cameraFollowPoint:FlxSprite = new FlxSprite(0, 0); /** * PRIVATE INSTANCE VARIABLES * Private instance variables should be used for information that must be reset or dereferenced * every time the state is reset, but should not be accessed externally. */ /** * The Array containing the notes that are not currently on the screen. * The `update()` function regularly shifts these out to add new notes to the screen. */ var inactiveNotes:Array; var songEvents:Array; /** * If true, the player is allowed to pause the game. * Disabled during the ending of a song. */ var mayPauseGame:Bool = true; /** * The displayed value of the player's health. * Used to provide smooth animations based on linear interpolation of the player's health. */ var healthLerp:Float = 1; /** * Forcibly disables all update logic while the game moves back to the Menu state. * This is used only when a critical error occurs and the game cannot continue. */ var criticalFailure:Bool = false; /** * RENDER OBJECTS */ /** * The SpriteGroup containing the notes that are currently on the screen or are about to be on the screen. */ var activeNotes:FlxTypedGroup = null; /** * The FlxText which displays the current score. */ var scoreText:FlxText; /** * The bar which displays the player's health. * Dynamically updated based on the value of `healthLerp` (which is based on `health`). */ public var healthBar:FlxBar; /** * The background image used for the health bar. * Emma says the image is slightly skewed so I'm leaving it as an image instead of a `createGraphic`. */ public var healthBarBG:FlxSprite; /** * The health icon representing the player. */ public var iconP1:HealthIcon; /** * The health icon representing the opponent. */ public var iconP2:HealthIcon; /** * The sprite group containing active player's strumline notes. */ public var playerStrumline:Strumline; /** * The sprite group containing opponent's strumline notes. */ public var enemyStrumline:Strumline; /** * The camera which contains, and controls visibility of, the user interface elements. */ public var camHUD:FlxCamera; /** * The camera which contains, and controls visibility of, the stage and characters. */ public var camGame:FlxCamera; /** * PROPERTIES */ /** * If a substate is rendering over the PlayState, it is paused and normal update logic is skipped. * Examples include: * - The Pause screen is open. * - The Game Over screen is open. * - The Chart Editor screen is open. */ var isGamePaused(get, never):Bool; function get_isGamePaused():Bool { // Note: If there is a substate which requires the game to act unpaused, // this should be changed to include something like `&& Std.isOfType()` return this.subState != null; } // TODO: Reorganize these variables (maybe there should be a separate class like Conductor just to hold them?) public static var storyWeek:Int = 0; public static var storyPlaylist:Array = []; public static var storyDifficulty:Int = 1; public static var storyDifficulty_NEW:String = "normal"; public static var seenCutscene:Bool = false; public static var campaignScore:Int = 0; var vocals:VoicesGroup; var vocalsFinished:Bool = false; var camZooming:Bool = false; var gfSpeed:Int = 1; // private var combo:Int = 0; var generatedMusic:Bool = false; var startingSong:Bool = false; var dialogue:Array; var talking:Bool = true; var doof:DialogueBox; var grpNoteSplashes:FlxTypedGroup; var comboPopUps:PopUpStuff; var perfectMode:Bool = false; var previousFrameTime:Int = 0; var songTime:Float = 0; #if discord_rpc // Discord RPC variables var storyDifficultyText:String = ""; var iconRPC:String = ""; var songLength:Float = 0; var detailsText:String = ""; var detailsPausedText:String = ""; #end override public function create() { super.create(); if (currentSong == null && currentSong_NEW == null) { criticalFailure = true; lime.app.Application.current.window.alert("There was a critical error while accessing the selected song. Click OK to return to the main menu.", "Error loading PlayState"); FlxG.switchState(new MainMenuState()); return; } instance = this; if (currentSong_NEW != null) { // TODO: Do this in the loading state. currentSong_NEW.cacheCharts(true); } // Displays the camera follow point as a sprite for debug purposes. // TODO: Put this on a toggle? cameraFollowPoint.makeGraphic(8, 8, 0xFF00FF00); cameraFollowPoint.visible = false; cameraFollowPoint.zIndex = 1000000; // Reduce physics accuracy (who cares!!!) to improve animation quality. FlxG.fixedTimestep = false; // This state receives update() even when a substate is active. this.persistentUpdate = true; // This state receives draw calls even when a substate is active. this.persistentDraw = true; // Stop any pre-existing music. if (FlxG.sound.music != null) FlxG.sound.music.stop(); // Prepare the current song to be played. if (currentChart != null) { currentChart.cacheInst(); currentChart.cacheVocals(); } else { FlxG.sound.cache(Paths.inst(currentSong.song)); FlxG.sound.cache(Paths.voices(currentSong.song)); } // Initialize stage stuff. initCameras(); if (currentSong == null && currentSong_NEW == null) { currentSong = SongLoad.loadFromJson('tutorial'); } if (currentSong_NEW != null) { Conductor.mapTimeChanges(currentChart.timeChanges); // Conductor.bpm = currentChart.getStartingBPM(); // TODO: Support for dialog. } else { Conductor.mapBPMChanges(currentSong); // Conductor.bpm = currentSong.bpm; switch (currentSong.song.toLowerCase()) { case 'senpai': dialogue = CoolUtil.coolTextFile(Paths.txt('songs/senpai/senpaiDialogue')); case 'roses': dialogue = CoolUtil.coolTextFile(Paths.txt('songs/roses/rosesDialogue')); case 'thorns': dialogue = CoolUtil.coolTextFile(Paths.txt('songs/thorns/thornsDialogue')); } } Conductor.update(-5000); if (dialogue != null) { doof = new DialogueBox(false, dialogue); doof.scrollFactor.set(); doof.finishThing = startCountdown; doof.cameras = [camHUD]; } // Once the song is loaded, we can continue and initialize the stage. var healthBarYPos:Float = PreferencesMenu.getPref('downscroll') ? FlxG.height * 0.1 : FlxG.height * 0.9; healthBarBG = new FlxSprite(0, healthBarYPos).loadGraphic(Paths.image('healthBar')); healthBarBG.screenCenter(X); healthBarBG.scrollFactor.set(0, 0); add(healthBarBG); healthBar = new FlxBar(healthBarBG.x + 4, healthBarBG.y + 4, RIGHT_TO_LEFT, Std.int(healthBarBG.width - 8), Std.int(healthBarBG.height - 8), this, 'healthLerp', 0, 2); healthBar.scrollFactor.set(); healthBar.createFilledBar(Constants.COLOR_HEALTH_BAR_RED, Constants.COLOR_HEALTH_BAR_GREEN); add(healthBar); initStage(); initCharacters(); #if discord_rpc initDiscord(); #end // Configure camera follow point. if (previousCameraFollowPoint != null) { cameraFollowPoint.setPosition(previousCameraFollowPoint.x, previousCameraFollowPoint.y); previousCameraFollowPoint = null; } add(cameraFollowPoint); comboPopUps = new PopUpStuff(); comboPopUps.cameras = [camHUD]; add(comboPopUps); grpNoteSplashes = new FlxTypedGroup(); var noteSplash:NoteSplash = new NoteSplash(100, 100, 0); grpNoteSplashes.add(noteSplash); noteSplash.alpha = 0.1; add(grpNoteSplashes); if (currentSong_NEW != null) { generateSong_NEW(); } else { generateSong(); } resetCamera(); FlxG.worldBounds.set(0, 0, FlxG.width, FlxG.height); scoreText = new FlxText(healthBarBG.x + healthBarBG.width - 190, healthBarBG.y + 30, 0, "", 20); scoreText.setFormat(Paths.font("vcr.ttf"), 16, FlxColor.WHITE, RIGHT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK); scoreText.scrollFactor.set(); add(scoreText); // Attach the groups to the HUD camera so they are rendered independent of the stage. grpNoteSplashes.cameras = [camHUD]; activeNotes.cameras = [camHUD]; healthBar.cameras = [camHUD]; healthBarBG.cameras = [camHUD]; iconP1.cameras = [camHUD]; iconP2.cameras = [camHUD]; scoreText.cameras = [camHUD]; leftWatermarkText.cameras = [camHUD]; rightWatermarkText.cameras = [camHUD]; // if (SONG.song == 'South') // FlxG.camera.alpha = 0.7; // UI_camera.zoom = 1; // cameras = [FlxG.cameras.list[1]]; startingSong = true; if (isStoryMode && !seenCutscene) { seenCutscene = true; switch (currentSong.song.toLowerCase()) { case "winter-horrorland": VanillaCutscenes.playHorrorStartCutscene(); case 'senpai' | 'roses' | 'thorns': schoolIntro(doof); // doof is assumed to be non-null, lol! case 'ugh': VanillaCutscenes.playUghCutscene(); case 'stress': VanillaCutscenes.playStressCutscene(); case 'guns': VanillaCutscenes.playGunsCutscene(); default: // VanillaCutscenes will call startCountdown later. // TODO: Alternatively: make a song script that allows startCountdown to be called, // then cancels the countdown, hides the strumline, plays the cutscene, // then calls Countdown.performCountdown() startCountdown(); } } else { startCountdown(); } #if debug this.rightWatermarkText.text = Constants.VERSION; #end } function get_currentChart():SongDifficulty { if (currentSong_NEW == null || storyDifficulty_NEW == null) return null; return currentSong_NEW.getDifficulty(storyDifficulty_NEW); } /** * Initializes the game and HUD cameras. */ function initCameras() { // Configure the default camera zoom level. defaultCameraZoom = FlxCamera.defaultZoom * 1.05; camGame = new SwagCamera(); camHUD = new FlxCamera(); camHUD.bgColor.alpha = 0; FlxG.cameras.reset(camGame); FlxG.cameras.add(camHUD, false); } function initStage() { if (currentSong_NEW != null) { initStage_NEW(); return; } // TODO: Move stageId to the song file. switch (currentSong.song.toLowerCase()) { case 'spookeez' | 'monster' | 'south': currentStageId = "spookyMansion"; case 'pico' | 'blammed' | 'philly': currentStageId = 'phillyTrain'; case "milf" | 'satin-panties' | 'high': currentStageId = 'limoRide'; case "cocoa" | 'eggnog': currentStageId = 'mallXmas'; case 'winter-horrorland': currentStageId = 'mallEvil'; case 'senpai' | 'roses': currentStageId = 'school'; case "darnell" | "lit-up" | "2hot": currentStageId = 'phillyStreets'; // currentStageId = 'pyro'; case "blazin": currentStageId = 'phillyBlazin'; // currentStageId = 'pyro'; case 'pyro': currentStageId = 'pyro'; case 'thorns': currentStageId = 'schoolEvil'; case 'guns' | 'stress' | 'ugh': currentStageId = 'tankmanBattlefield'; default: currentStageId = "mainStage"; } // Loads the relevant stage based on its ID. loadStage(currentStageId); } function initStage_NEW() { if (currentChart == null) { trace('Song difficulty could not be loaded.'); } if (currentChart.stage != null && currentChart.stage != '') { currentStageId = currentChart.stage; } else { currentStageId = SongValidator.DEFAULT_STAGE; } loadStage(currentStageId); } function initCharacters() { if (currentSong_NEW != null) { initCharacters_NEW(); return; } iconP1 = new HealthIcon(currentSong.player1, 0); iconP1.y = healthBar.y - (iconP1.height / 2); add(iconP1); iconP2 = new HealthIcon(currentSong.player2, 1); iconP2.y = healthBar.y - (iconP2.height / 2); add(iconP2); // // GIRLFRIEND // // TODO: Tie the GF version to the song data, not the stage ID or the current player. var gfVersion:String = 'gf'; switch (currentStageId) { case 'pyro' | 'phillyStreets': gfVersion = 'nene'; case 'blazin': gfVersion = ''; case 'limoRide': gfVersion = 'gf-car'; case 'mallXmas' | 'mallEvil': gfVersion = 'gf-christmas'; case 'school' | 'schoolEvil': gfVersion = 'gf-pixel'; case 'tankmanBattlefield': gfVersion = 'gf-tankmen'; } if (currentSong.player1 == "pico") gfVersion = "nene"; if (currentSong.song.toLowerCase() == 'stress') gfVersion = 'pico-speaker'; if (currentSong.song.toLowerCase() == 'tutorial') gfVersion = ''; // // GIRLFRIEND // var girlfriend:BaseCharacter = CharacterDataParser.fetchCharacter(gfVersion); if (girlfriend != null) { girlfriend.characterType = CharacterType.GF; girlfriend.scrollFactor.set(0.95, 0.95); if (gfVersion == 'pico-speaker') { girlfriend.x -= 50; girlfriend.y -= 200; } } else if (gfVersion != '') { trace('WARNING: Could not load girlfriend character with ID ${gfVersion}, skipping...'); } // // DAD // var dad:BaseCharacter = CharacterDataParser.fetchCharacter(currentSong.player2); if (dad != null) { dad.characterType = CharacterType.DAD; } switch (currentSong.player2) { case 'gf': if (isStoryMode) { cameraFollowPoint.x += 600; tweenCamIn(); } } // // BOYFRIEND // var boyfriend:BaseCharacter = CharacterDataParser.fetchCharacter(currentSong.player1); if (boyfriend != null) { boyfriend.characterType = CharacterType.BF; } if (currentStage != null) { // We're using Eric's stage handler. // Characters get added to the stage, not the main scene. if (girlfriend != null) { currentStage.addCharacter(girlfriend, GF); } if (boyfriend != null) { currentStage.addCharacter(boyfriend, BF); } if (dad != null) { currentStage.addCharacter(dad, DAD); // Camera starts at dad. cameraFollowPoint.setPosition(dad.cameraFocusPoint.x, dad.cameraFocusPoint.y); } // Redo z-indexes. currentStage.refresh(); } } function initCharacters_NEW() { if (currentSong_NEW == null || currentChart == null) { trace('Song difficulty could not be loaded.'); } // TODO: Switch playable character by manipulating this value. // TODO: How to choose which one to use for story mode? var playableChars = currentChart.getPlayableChars(); var currentPlayer = 'bf'; if (playableChars.length == 0) { trace('WARNING: No playable characters found for this song.'); } else if (playableChars.indexOf(currentPlayer) == -1) { currentPlayer = playableChars[0]; } var currentCharData:SongPlayableChar = currentChart.getPlayableChar(currentPlayer); // // GIRLFRIEND // var girlfriend:BaseCharacter = CharacterDataParser.fetchCharacter(currentCharData.girlfriend); if (girlfriend != null) { girlfriend.characterType = CharacterType.GF; } else if (currentCharData.girlfriend != '') { trace('WARNING: Could not load girlfriend character with ID ${currentCharData.girlfriend}, skipping...'); } else { // Chosen GF was '' so we don't load one. } // // DAD // var dad:BaseCharacter = CharacterDataParser.fetchCharacter(currentCharData.opponent); if (dad != null) { dad.characterType = CharacterType.DAD; } // TODO: Cut out this code/make it generic. switch (currentCharData.opponent) { case 'gf': if (isStoryMode) { cameraFollowPoint.x += 600; tweenCamIn(); } } // // OPPONENT HEALTH ICON // iconP2 = new HealthIcon(currentCharData.opponent, 1); iconP2.y = healthBar.y - (iconP2.height / 2); add(iconP2); // // BOYFRIEND // var boyfriend:BaseCharacter = CharacterDataParser.fetchCharacter(currentPlayer); if (boyfriend != null) { boyfriend.characterType = CharacterType.BF; } // // PLAYER HEALTH ICON // iconP1 = new HealthIcon(currentPlayer, 0); iconP1.y = healthBar.y - (iconP1.height / 2); add(iconP1); // // ADD CHARACTERS TO SCENE // if (currentStage != null) { // Characters get added to the stage, not the main scene. if (girlfriend != null) { currentStage.addCharacter(girlfriend, GF); } if (boyfriend != null) { currentStage.addCharacter(boyfriend, BF); } if (dad != null) { currentStage.addCharacter(dad, DAD); // Camera starts at dad. cameraFollowPoint.setPosition(dad.cameraFocusPoint.x, dad.cameraFocusPoint.y); } // Rearrange by z-indexes. currentStage.refresh(); } } /** * Removes any references to the current stage, then clears the stage cache, * then reloads all the stages. * * This is useful for when you want to edit a stage without reloading the whole game. * Reloading works on both the JSON and the HXC, if applicable. * * Call this by pressing F5 on a debug build. */ override function debug_refreshModules() { // Remove the current stage. If the stage gets deleted while it's still in use, // it'll probably crash the game or something. if (this.currentStage != null) { remove(currentStage); var event:ScriptEvent = new ScriptEvent(ScriptEvent.DESTROY, false); ScriptEventDispatcher.callEvent(currentStage, event); currentStage = null; } super.debug_refreshModules(); } /** * Pauses music and vocals easily. */ public function pauseMusic() { FlxG.sound.music.pause(); vocals.pause(); } /** * Loads stage data from cache, assembles the props, * and adds it to the state. * @param id */ function loadStage(id:String) { currentStage = StageDataParser.fetchStage(id); if (currentStage != null) { // Actually create and position the sprites. var event:ScriptEvent = new ScriptEvent(ScriptEvent.CREATE, false); ScriptEventDispatcher.callEvent(currentStage, event); // Apply camera zoom. defaultCameraZoom = currentStage.camZoom; // Add the stage to the scene. this.add(currentStage); } } function initDiscord():Void { #if discord_rpc storyDifficultyText = difficultyString(); iconRPC = currentSong.player2; // To avoid having duplicate images in Discord assets switch (iconRPC) { case 'senpai-angry': iconRPC = 'senpai'; case 'monster-christmas': iconRPC = 'monster'; case 'mom-car': iconRPC = 'mom'; } // String that contains the mode defined here so it isn't necessary to call changePresence for each mode detailsText = isStoryMode ? "Story Mode: Week " + storyWeek : "Freeplay"; detailsPausedText = "Paused - " + detailsText; // Updating Discord Rich Presence. DiscordClient.changePresence(detailsText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC); #end } function schoolIntro(?dialogueBox:DialogueBox):Void { var black:FlxSprite = new FlxSprite(-100, -100).makeGraphic(FlxG.width * 2, FlxG.height * 2, FlxColor.BLACK); black.scrollFactor.set(); add(black); var red:FlxSprite = new FlxSprite(-100, -100).makeGraphic(FlxG.width * 2, FlxG.height * 2, 0xFFff1b31); red.scrollFactor.set(); var senpaiEvil:FlxSprite = new FlxSprite(); senpaiEvil.frames = Paths.getSparrowAtlas('weeb/senpaiCrazy'); senpaiEvil.animation.addByPrefix('idle', 'Senpai Pre Explosion', 24, false); senpaiEvil.setGraphicSize(Std.int(senpaiEvil.width * Constants.PIXEL_ART_SCALE)); senpaiEvil.scrollFactor.set(); senpaiEvil.updateHitbox(); senpaiEvil.screenCenter(); senpaiEvil.x += senpaiEvil.width / 5; if (currentSong.song.toLowerCase() == 'roses' || currentSong.song.toLowerCase() == 'thorns') { remove(black); if (currentSong.song.toLowerCase() == 'thorns') { add(red); camHUD.visible = false; } else FlxG.sound.play(Paths.sound('ANGRY')); // moved senpai angry noise in here to clean up cutscene switch case lol } new FlxTimer().start(0.3, function(tmr:FlxTimer) { black.alpha -= 0.15; if (black.alpha > 0) tmr.reset(0.3); else { if (dialogueBox != null) { isInCutscene = true; if (currentSong.song.toLowerCase() == 'thorns') { add(senpaiEvil); senpaiEvil.alpha = 0; new FlxTimer().start(0.3, function(swagTimer:FlxTimer) { senpaiEvil.alpha += 0.15; if (senpaiEvil.alpha < 1) swagTimer.reset(); else { senpaiEvil.animation.play('idle'); FlxG.sound.play(Paths.sound('Senpai_Dies'), 1, false, null, true, function() { remove(senpaiEvil); remove(red); FlxG.camera.fade(FlxColor.WHITE, 0.01, true, function() { add(dialogueBox); camHUD.visible = true; }, true); }); new FlxTimer().start(3.2, function(deadTime:FlxTimer) { FlxG.camera.fade(FlxColor.WHITE, 1.6, false); }); } }); } else add(dialogueBox); } else startCountdown(); remove(black); } }); } function startSong():Void { dispatchEvent(new ScriptEvent(ScriptEvent.SONG_START)); startingSong = false; previousFrameTime = FlxG.game.ticks; if (!isGamePaused) { // if (FlxG.sound.music != null) // FlxG.sound.music.play(true); // else if (currentChart != null) { currentChart.playInst(1.0, false); } else { FlxG.sound.playMusic(Paths.inst(currentSong.song), 1, false); } } FlxG.sound.music.onComplete = endSong; trace('Playing vocals...'); vocals.play(); #if discord_rpc // Song duration in a float, useful for the time left feature songLength = FlxG.sound.music.length; // Updating Discord Rich Presence (with Time Left) DiscordClient.changePresence(detailsText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC, true, songLength); #end } function generateSong():Void { // FlxG.log.add(ChartParser.parse()); Conductor.forceBPM(currentSong.bpm); currentSong.song = currentSong.song; if (currentSong.needsVoices) vocals = VoicesGroup.build(currentSong.song, currentSong.voiceList); else vocals = VoicesGroup.build(currentSong.song, null); vocals.members[0].onComplete = function() { vocalsFinished = true; }; trace(vocals); activeNotes = new FlxTypedGroup(); activeNotes.zIndex = 1000; add(activeNotes); regenNoteData(); generatedMusic = true; } function generateSong_NEW():Void { if (currentChart == null) { trace('Song difficulty could not be loaded.'); } Conductor.forceBPM(currentChart.getStartingBPM()); // TODO: Fix grouped vocals vocals = currentChart.buildVocals(); vocals.members[0].onComplete = function() { vocalsFinished = true; } // Create the rendered note group. activeNotes = new FlxTypedGroup(); activeNotes.zIndex = 1000; add(activeNotes); regenNoteData_NEW(); generatedMusic = true; } function regenNoteData():Void { // resets combo, should prob put somewhere else! Highscore.tallies.combo = 0; Highscore.tallies = new Tallies(); // make unspawn notes shit def empty inactiveNotes = []; activeNotes.forEach(function(nt) { nt.followsTime = false; FlxTween.tween(nt, {y: FlxG.height + nt.y}, 0.5, { ease: FlxEase.expoIn, onComplete: function(twn) { nt.kill(); activeNotes.remove(nt, true); nt.destroy(); } }); }); var noteData:Array; // NEW SHIT noteData = SongLoad.getSong(); for (section in noteData) { for (songNotes in section.sectionNotes) { var daStrumTime:Float = songNotes.strumTime; // TODO: Replace 4 with strumlineSize var daNoteData:Int = Std.int(songNotes.noteData % 4); var gottaHitNote:Bool = section.mustHitSection; if (songNotes.highStakes) // noteData > 3 gottaHitNote = !section.mustHitSection; var oldNote:Note; if (inactiveNotes.length > 0) oldNote = inactiveNotes[Std.int(inactiveNotes.length - 1)]; else oldNote = null; var strumlineStyle:StrumlineStyle = NORMAL; // TODO: Put this in the chart or something? switch (currentStageId) { case 'school': strumlineStyle = PIXEL; case 'schoolEvil': strumlineStyle = PIXEL; } var swagNote:Note = new Note(daStrumTime, daNoteData, oldNote, false, strumlineStyle); // swagNote.data = songNotes; swagNote.data.sustainLength = songNotes.sustainLength; swagNote.data.noteKind = songNotes.noteKind; swagNote.scrollFactor.set(0, 0); var susLength:Float = swagNote.data.sustainLength; susLength = susLength / Conductor.stepCrochet; inactiveNotes.push(swagNote); for (susNote in 0...Math.round(susLength)) { oldNote = inactiveNotes[Std.int(inactiveNotes.length - 1)]; var sustainNote:Note = new Note(daStrumTime + (Conductor.stepCrochet * susNote) + Conductor.stepCrochet, daNoteData, oldNote, true, strumlineStyle); sustainNote.data.noteKind = songNotes.noteKind; sustainNote.scrollFactor.set(); inactiveNotes.push(sustainNote); sustainNote.mustPress = gottaHitNote; if (sustainNote.mustPress) sustainNote.x += FlxG.width / 2; // general offset } // TODO: Replace 4 with strumlineSize swagNote.mustPress = gottaHitNote; if (swagNote.mustPress) { if (playerStrumline != null) { swagNote.x = playerStrumline.getArrow(swagNote.data.noteData).x; } else { swagNote.x += FlxG.width / 2; // general offset } } else { if (enemyStrumline != null) { swagNote.x = enemyStrumline.getArrow(swagNote.data.noteData).x; } else { // swagNote.x += FlxG.width / 2; // general offset } } } } inactiveNotes.sort(function(a:Note, b:Note):Int { return SortUtil.byStrumtime(FlxSort.ASCENDING, a, b); }); } function regenNoteData_NEW():Void { Highscore.tallies.combo = 0; Highscore.tallies = new Tallies(); // Reset song events. songEvents = currentChart.getEvents(); SongEventParser.resetEvents(songEvents); // Destroy inactive notes. inactiveNotes = []; // Destroy active notes. activeNotes.forEach(function(nt) { nt.followsTime = false; FlxTween.tween(nt, {y: FlxG.height + nt.y}, 0.5, { ease: FlxEase.expoIn, onComplete: function(twn) { nt.kill(); activeNotes.remove(nt, true); nt.destroy(); } }); }); var noteData:Array = currentChart.notes; var oldNote:Note = null; for (songNote in noteData) { var mustHitNote:Bool = songNote.getMustHitNote(); // TODO: Put this in the chart or something? var strumlineStyle:StrumlineStyle = null; switch (currentStageId) { case 'school': strumlineStyle = PIXEL; case 'schoolEvil': strumlineStyle = PIXEL; default: strumlineStyle = NORMAL; } var newNote:Note = new Note(songNote.time, songNote.data, oldNote, false, strumlineStyle); newNote.mustPress = mustHitNote; newNote.data.sustainLength = songNote.length; newNote.data.noteKind = songNote.kind; newNote.scrollFactor.set(0, 0); // Note positioning. // TODO: Make this more robust. if (newNote.mustPress) { if (playerStrumline != null) { // Align with the strumline arrow. newNote.x = playerStrumline.getArrow(songNote.getDirection()).x; } else { // Assume strumline position. newNote.x += FlxG.width / 2; } } else { if (enemyStrumline != null) { newNote.x = enemyStrumline.getArrow(songNote.getDirection()).x; } else { // newNote.x += 0; } } inactiveNotes.push(newNote); oldNote = newNote; // Generate X sustain notes. var sustainSections = Math.round(songNote.length / Conductor.stepCrochet); for (noteIndex in 0...sustainSections) { var noteTimeOffset:Float = Conductor.stepCrochet + (Conductor.stepCrochet * noteIndex); var sustainNote:Note = new Note(songNote.time + noteTimeOffset, songNote.data, oldNote, true, strumlineStyle); sustainNote.mustPress = mustHitNote; sustainNote.data.noteKind = songNote.kind; sustainNote.scrollFactor.set(0, 0); if (sustainNote.mustPress) { if (playerStrumline != null) { // Align with the strumline arrow. sustainNote.x = playerStrumline.getArrow(songNote.getDirection()).x; } else { // Assume strumline position. sustainNote.x += FlxG.width / 2; } } else { if (enemyStrumline != null) { sustainNote.x = enemyStrumline.getArrow(songNote.getDirection()).x; } else { // newNote.x += 0; } } inactiveNotes.push(sustainNote); oldNote = sustainNote; } } // Sorting is an expensive operation. // Assume it was done in the chart file. /** inactiveNotes.sort(function(a:Note, b:Note):Int { return SortUtil.byStrumtime(FlxSort.ASCENDING, a, b); }); **/ } function tweenCamIn():Void { FlxTween.tween(FlxG.camera, {zoom: 1.3 * FlxCamera.defaultZoom}, (Conductor.stepCrochet * 4 / 1000), {ease: FlxEase.elasticInOut}); } #if discord_rpc override public function onFocus():Void { if (health > 0 && !paused && FlxG.autoPause) { if (Conductor.songPosition > 0.0) DiscordClient.changePresence(detailsText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC, true, songLength - Conductor.songPosition); else DiscordClient.changePresence(detailsText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC); } super.onFocus(); } override public function onFocusLost():Void { if (health > 0 && !paused && FlxG.autoPause) DiscordClient.changePresence(detailsPausedText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC); super.onFocusLost(); } #end function resyncVocals():Void { if (_exiting || vocals == null) return; vocals.pause(); FlxG.sound.music.play(); Conductor.update(FlxG.sound.music.time + Conductor.offset); if (vocalsFinished) return; vocals.time = FlxG.sound.music.time; vocals.play(); } override public function update(elapsed:Float) { super.update(elapsed); if (criticalFailure) return; if (FlxG.keys.justPressed.U) { // hack for HaxeUI generation, doesn't work unless persistentUpdate is false at state creation!! disableKeys = true; persistentUpdate = false; openSubState(new StageOffsetSubstate()); } updateHealthBar(); updateScoreText(); if (needsReset) { dispatchEvent(new ScriptEvent(ScriptEvent.SONG_RETRY)); resetCamera(); persistentUpdate = true; persistentDraw = true; startingSong = true; inputSpitter = []; FlxG.sound.music.pause(); vocals.pause(); FlxG.sound.music.time = 0; currentStage.resetStage(); // Delete all notes and reset the arrays. if (currentChart != null) { regenNoteData_NEW(); } else { regenNoteData(); } health = 1; songScore = 0; Highscore.tallies.combo = 0; Countdown.performCountdown(currentStageId.startsWith('school')); needsReset = false; } #if !debug perfectMode = false; #else if (FlxG.keys.justPressed.H) camHUD.visible = !camHUD.visible; #end // do this BEFORE super.update() so songPosition is accurate if (startingSong) { if (isInCountdown) { Conductor.songPosition += elapsed * 1000; if (Conductor.songPosition >= 0) startSong(); } } else { if (Paths.SOUND_EXT == 'mp3') Conductor.offset = -13; // DO NOT FORGET TO REMOVE THE HARDCODE! WHEN I MAKE BETTER OFFSET SYSTEM! Conductor.update(FlxG.sound.music.time + Conductor.offset); if (!isGamePaused) { songTime += FlxG.game.ticks - previousFrameTime; previousFrameTime = FlxG.game.ticks; // Interpolation type beat if (Conductor.lastSongPos != Conductor.songPosition) { songTime = (songTime + Conductor.songPosition) / 2; Conductor.lastSongPos = Conductor.songPosition; } } } var androidPause:Bool = false; #if android androidPause = FlxG.android.justPressed.BACK; #end if ((controls.PAUSE || androidPause) && isInCountdown && mayPauseGame) { var event = new PauseScriptEvent(FlxG.random.bool(1 / 1000)); dispatchEvent(event); if (!event.eventCanceled) { // Pause updates while the substate is open, preventing the game state from advancing. persistentUpdate = false; // Enable drawing while the substate is open, allowing the game state to be shown behind the pause menu. persistentDraw = true; // There is a 1/1000 change to use a special pause menu. // This prevents the player from resuming, but that's the point. // It's a reference to Gitaroo Man, which doesn't let you pause the game. if (event.gitaroo) { FlxG.switchState(new GitarooPause()); } else { var boyfriendPos = currentStage.getBoyfriend().getScreenPosition(); var pauseSubState = new PauseSubState(boyfriendPos.x, boyfriendPos.y); openSubState(pauseSubState); pauseSubState.camera = camHUD; boyfriendPos.put(); } #if discord_rpc DiscordClient.changePresence(detailsPausedText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC); #end } } #if debug // 1: End the song immediately. if (FlxG.keys.justPressed.ONE) endSong(); // 2: Gain 10% health. if (FlxG.keys.justPressed.TWO) health += 0.1 * 2.0; // 3: Lose 5% health. if (FlxG.keys.justPressed.THREE) health -= 0.05 * 2.0; #end // 7: Move to the charter. if (FlxG.keys.justPressed.SEVEN) { FlxG.switchState(new ChartingState()); #if discord_rpc DiscordClient.changePresence("Chart Editor", null, null, true); #end } // 8: Move to the offset editor. if (FlxG.keys.justPressed.EIGHT) FlxG.switchState(new funkin.ui.animDebugShit.DebugBoundingState()); // 9: Toggle the old icon. if (FlxG.keys.justPressed.NINE) iconP1.toggleOldIcon(); #if debug // PAGEUP: Skip forward one section. // SHIFT+PAGEUP: Skip forward ten sections. if (FlxG.keys.justPressed.PAGEUP) changeSection(FlxG.keys.pressed.SHIFT ? 10 : 1); // PAGEDOWN: Skip backward one section. Doesn't replace notes. // SHIFT+PAGEDOWN: Skip backward ten sections. if (FlxG.keys.justPressed.PAGEDOWN) changeSection(FlxG.keys.pressed.SHIFT ? -10 : -1); #end if (health > 2.0) health = 2.0; if (health < 0.0) health = 0.0; if (camZooming && subState == null) { FlxG.camera.zoom = FlxMath.lerp(defaultCameraZoom, FlxG.camera.zoom, 0.95); camHUD.zoom = FlxMath.lerp(1 * FlxCamera.defaultZoom, camHUD.zoom, 0.95); } FlxG.watch.addQuick("beatShit", Conductor.currentBeat); FlxG.watch.addQuick("stepShit", Conductor.currentStep); if (currentStage != null) { FlxG.watch.addQuick("bfAnim", currentStage.getBoyfriend().getCurrentAnimation()); } FlxG.watch.addQuick("songPos", Conductor.songPosition); if (currentSong != null && currentSong.song == 'Fresh') { switch (Conductor.currentBeat) { case 16: camZooming = true; gfSpeed = 2; case 48: gfSpeed = 1; case 80: gfSpeed = 2; case 112: gfSpeed = 1; } } if ((!isInCutscene && !disableKeys) && !_exiting) { // RESET = Quick Game Over Screen if (controls.RESET) { health = 0; trace("RESET = True"); } #if CAN_CHEAT // brandon's a pussy if (controls.CHEAT) { health += 1; trace("User is cheating!"); } #end if (health <= 0 && !isPracticeMode) { vocals.pause(); FlxG.sound.music.pause(); deathCounter += 1; dispatchEvent(new ScriptEvent(ScriptEvent.GAME_OVER)); // Disable updates, preventing animations in the background from playing. persistentUpdate = false; #if debug if (FlxG.keys.pressed.THREE) { // TODO: Change the key or delete this? // In debug builds, pressing 3 to kill the player makes the background transparent. persistentDraw = true; } else { #end persistentDraw = false; #if debug } #end var gameOverSubstate = new GameOverSubstate(); openSubState(gameOverSubstate); #if discord_rpc // Game Over doesn't get his own variable because it's only used here DiscordClient.changePresence("Game Over - " + detailsText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC); #end } } while (inactiveNotes[0] != null && inactiveNotes[0].data.strumTime - Conductor.songPosition < 1800 / SongLoad.getSpeed()) { var dunceNote:Note = inactiveNotes[0]; if (dunceNote.mustPress && !dunceNote.isSustainNote) Highscore.tallies.totalNotes++; activeNotes.add(dunceNote); inactiveNotes.shift(); } if (generatedMusic && playerStrumline != null) { activeNotes.forEachAlive(function(daNote:Note) { if ((PreferencesMenu.getPref('downscroll') && daNote.y < -daNote.height) || (!PreferencesMenu.getPref('downscroll') && daNote.y > FlxG.height)) { daNote.active = false; daNote.visible = false; } else { daNote.visible = true; daNote.active = true; } var strumLineMid = playerStrumline.y + Note.swagWidth / 2; if (daNote.followsTime) daNote.y = (Conductor.songPosition - daNote.data.strumTime) * (0.45 * FlxMath.roundDecimal(SongLoad.getSpeed(), 2) * daNote.noteSpeedMulti); if (PreferencesMenu.getPref('downscroll')) { daNote.y += playerStrumline.y; if (daNote.isSustainNote) { if (daNote.animation.curAnim.name.endsWith("end") && daNote.prevNote != null) daNote.y += daNote.prevNote.height; else daNote.y += daNote.height / 2; if ((!daNote.mustPress || (daNote.wasGoodHit || (daNote.prevNote.wasGoodHit && !daNote.canBeHit))) && daNote.y - daNote.offset.y * daNote.scale.y + daNote.height >= strumLineMid) { applyClipRect(daNote); } } } else { if (daNote.followsTime) daNote.y = playerStrumline.y - daNote.y; if (daNote.isSustainNote && (!daNote.mustPress || (daNote.wasGoodHit || (daNote.prevNote.wasGoodHit && !daNote.canBeHit))) && daNote.y + daNote.offset.y * daNote.scale.y <= strumLineMid) { applyClipRect(daNote); } } if (!daNote.mustPress && daNote.wasGoodHit && !daNote.tooLate) { if (currentSong != null && currentSong.song != 'Tutorial') camZooming = true; var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_HIT, daNote, Highscore.tallies.combo, true); dispatchEvent(event); // Calling event.cancelEvent() in a module should force the CPU to miss the note. // This is useful for cool shit, including but not limited to: // - Making the AI ignore notes which are hazardous. // - Making the AI miss notes on purpose for aesthetic reasons. if (event.eventCanceled) { daNote.tooLate = true; } else { // Volume of DAD. if (currentSong != null && currentSong.needsVoices) vocals.volume = 1; } } // WIP interpolation shit? Need to fix the pause issue // daNote.y = (strumLine.y - (songTime - daNote.strumTime) * (0.45 * SONG.speed[SongLoad.curDiff])); // removing this so whether the note misses or not is entirely up to Note class // var noteMiss:Bool = daNote.y < -daNote.height; // if (PreferencesMenu.getPref('downscroll')) // noteMiss = daNote.y > FlxG.height; if (daNote.isSustainNote && daNote.wasGoodHit) { if ((!PreferencesMenu.getPref('downscroll') && daNote.y < -daNote.height) || (PreferencesMenu.getPref('downscroll') && daNote.y > FlxG.height)) { daNote.active = false; daNote.visible = false; daNote.kill(); activeNotes.remove(daNote, true); daNote.destroy(); } } if (daNote.wasGoodHit) { daNote.active = false; daNote.visible = false; daNote.kill(); activeNotes.remove(daNote, true); daNote.destroy(); } if (daNote.tooLate) { noteMiss(daNote); } }); } if (songEvents != null && songEvents.length > 0) { var songEventsToActivate:Array = SongEventParser.queryEvents(songEvents, Conductor.songPosition); if (songEventsToActivate.length > 0) { trace('Found ${songEventsToActivate.length} event(s) to activate.'); for (event in songEventsToActivate) { SongEventParser.handleEvent(event); } } } if (!isInCutscene && !disableKeys) keyShit(true); } function applyClipRect(daNote:Note):Void { // clipRect is applied to graphic itself so use frame Heights var swagRect:FlxRect = new FlxRect(0, 0, daNote.frameWidth, daNote.frameHeight); var strumLineMid = playerStrumline.y + Note.swagWidth / 2; if (PreferencesMenu.getPref('downscroll')) { swagRect.height = (strumLineMid - daNote.y) / daNote.scale.y; swagRect.y = daNote.frameHeight - swagRect.height; } else { swagRect.y = (strumLineMid - daNote.y) / daNote.scale.y; swagRect.height -= swagRect.y; } daNote.clipRect = swagRect; } function killCombo():Void { // Girlfriend gets sad if you combo break after hitting 5 notes. if (currentStage != null && currentStage.getGirlfriend() != null) if (Highscore.tallies.combo > 5 && currentStage.getGirlfriend().hasAnimation('sad')) currentStage.getGirlfriend().playAnimation('sad'); if (Highscore.tallies.combo != 0) { Highscore.tallies.combo = comboPopUps.displayCombo(0); } } #if debug /** * Jumps forward or backward a number of sections in the song. * Accounts for BPM changes, does not prevent death from skipped notes. * @param sec */ function changeSection(sec:Int):Void { FlxG.sound.music.pause(); var daBPM:Float = currentSong.bpm; var daPos:Float = 0; for (i in 0...(Std.int(Conductor.currentStep / 16 + sec))) { var section = SongLoad.getSong()[i]; if (section == null) continue; if (section.changeBPM) { daBPM = SongLoad.getSong()[i].bpm; } daPos += 4 * (1000 * 60 / daBPM); } Conductor.songPosition = FlxG.sound.music.time = daPos; Conductor.songPosition += Conductor.offset; resyncVocals(); } #end function endSong():Void { dispatchEvent(new ScriptEvent(ScriptEvent.SONG_END)); #if sys // spitter for ravy, teehee!! sys.io.File.saveContent("./scores.txt", inputSpitter.join("\n")); #end seenCutscene = false; deathCounter = 0; mayPauseGame = false; FlxG.sound.music.volume = 0; vocals.volume = 0; if (currentSong != null && currentSong.validScore) { // crackhead double thingie, sets whether was new highscore, AND saves the song! Highscore.tallies.isNewHighscore = Highscore.saveScore(currentSong.song, songScore, storyDifficulty); Highscore.saveCompletion(currentSong.song, Highscore.tallies.totalNotesHit / Highscore.tallies.totalNotes, storyDifficulty); } if (isStoryMode) { campaignScore += songScore; storyPlaylist.remove(storyPlaylist[0]); if (storyPlaylist.length <= 0) { FlxG.sound.playMusic(Paths.music('freakyMenu')); transIn = FlxTransitionableState.defaultTransIn; transOut = FlxTransitionableState.defaultTransOut; switch (storyWeek) { case 7: FlxG.switchState(new VideoState()); default: FlxG.switchState(new StoryMenuState()); } // if () StoryMenuState.weekUnlocked[Std.int(Math.min(storyWeek + 1, StoryMenuState.weekUnlocked.length - 1))] = true; if (currentSong.validScore) { NGio.unlockMedal(60961); Highscore.saveWeekScore(storyWeek, campaignScore, storyDifficulty); } FlxG.save.data.weekUnlocked = StoryMenuState.weekUnlocked; FlxG.save.flush(); } else { var difficulty:String = ""; if (storyDifficulty == 0) difficulty = '-easy'; if (storyDifficulty == 2) difficulty = '-hard'; trace('LOADING NEXT SONG'); trace(storyPlaylist[0].toLowerCase() + difficulty); FlxTransitionableState.skipNextTransIn = true; FlxTransitionableState.skipNextTransOut = true; FlxG.sound.music.stop(); vocals.stop(); if (currentSong.song.toLowerCase() == 'eggnog') { var blackShit:FlxSprite = new FlxSprite(-FlxG.width * FlxG.camera.zoom, -FlxG.height * FlxG.camera.zoom).makeGraphic(FlxG.width * 3, FlxG.height * 3, FlxColor.BLACK); blackShit.scrollFactor.set(); add(blackShit); camHUD.visible = false; isInCutscene = true; FlxG.sound.play(Paths.sound('Lights_Shut_off'), function() { // no camFollow so it centers on horror tree currentSong = SongLoad.loadFromJson(storyPlaylist[0].toLowerCase() + difficulty, storyPlaylist[0]); LoadingState.loadAndSwitchState(new PlayState()); }); } else { previousCameraFollowPoint = cameraFollowPoint; currentSong = SongLoad.loadFromJson(storyPlaylist[0].toLowerCase() + difficulty, storyPlaylist[0]); LoadingState.loadAndSwitchState(new PlayState()); } } } else { trace('WENT TO RESULTS SCREEN!'); // unloadAssets(); camZooming = false; FlxG.camera.follow(PlayState.instance.currentStage.getGirlfriend(), null, 0.05); FlxG.camera.targetOffset.y -= 350; FlxG.camera.targetOffset.x += 20; FlxTween.tween(camHUD, {alpha: 0}, 0.6); new FlxTimer().start(0.8, _ -> { currentStage.getGirlfriend().animation.play("cheer"); FlxTween.tween(FlxG.camera, {zoom: 1200}, 1.1, { ease: FlxEase.expoIn, onComplete: _ -> { persistentUpdate = false; vocals.stop(); camHUD.alpha = 1; var res:ResultState = new ResultState(); res.camera = camHUD; openSubState(res); } }); }); // FlxG.switchState(new FreeplayState()); } } // gives score and pops up rating function popUpScore(strumtime:Float, daNote:Note):Void { var noteDiff:Float = Math.abs(strumtime - Conductor.songPosition); // boyfriend.playAnimation('hey'); vocals.volume = 1; var isSick:Bool = false; var score = Scoring.scoreNote(noteDiff, PBOT1); var daRating = Scoring.judgeNote(noteDiff, PBOT1); var healthMulti:Float = daNote.lowStakes ? 0.002 : 0.033; if (noteDiff > Note.HIT_WINDOW * Note.BAD_THRESHOLD) { healthMulti *= 0; // no health on shit note daRating = 'shit'; Highscore.tallies.shit += 1; score = 50; } else if (noteDiff > Note.HIT_WINDOW * Note.GOOD_THRESHOLD) { healthMulti *= 0.2; daRating = 'bad'; Highscore.tallies.bad += 1; } else if (noteDiff > Note.HIT_WINDOW * Note.SICK_THRESHOLD) { healthMulti *= 0.78; daRating = 'good'; Highscore.tallies.good += 1; score = 200; } else { isSick = true; } health += healthMulti; if (isSick) { Highscore.tallies.sick += 1; var noteSplash:NoteSplash = grpNoteSplashes.recycle(NoteSplash); noteSplash.setupNoteSplash(daNote.x, daNote.y, daNote.data.noteData); // new NoteSplash(daNote.x, daNote.y, daNote.noteData); grpNoteSplashes.add(noteSplash); } // Only add the score if you're not on practice mode if (!isPracticeMode) songScore += score; comboPopUps.displayRating(daRating); if (Highscore.tallies.combo >= 10 || Highscore.tallies.combo == 0) comboPopUps.displayCombo(Highscore.tallies.combo); } /* function controlCamera() { if (currentStage == null) return; switch (cameraFocusCharacter) { default: // null = No change break; case 0: // Boyfriend var isFocusedOnBF = cameraFollowPoint.x == currentStage.getBoyfriend().cameraFocusPoint.x; if (!isFocusedOnBF) { // Focus the camera on the player. cameraFollowPoint.setPosition(currentStage.getBoyfriend().cameraFocusPoint.x, currentStage.getBoyfriend().cameraFocusPoint.y); } case 1: // Dad var isFocusedOnDad = cameraFollowPoint.x == currentStage.getDad().cameraFocusPoint.x; if (!isFocusedOnDad) { cameraFollowPoint.setPosition(currentStage.getDad().cameraFocusPoint.x, currentStage.getDad().cameraFocusPoint.y); } case 2: // Girlfriend var isFocusedOnGF = cameraFollowPoint.x == currentStage.getGirlfriend().cameraFocusPoint.x; if (!isFocusedOnGF) { cameraFollowPoint.setPosition(currentStage.getGirlfriend().cameraFocusPoint.x, currentStage.getGirlfriend().cameraFocusPoint.y); } } /* if (cameraRightSide && !isFocusedOnBF) { // Focus the camera on the player. cameraFollowPoint.setPosition(currentStage.getBoyfriend().cameraFocusPoint.x, currentStage.getBoyfriend().cameraFocusPoint.y); // TODO: Un-hardcode this. if (currentSong.song.toLowerCase() == 'tutorial') FlxTween.tween(FlxG.camera, {zoom: 1 * FlxCamera.defaultZoom}, (Conductor.stepCrochet * 4 / 1000), {ease: FlxEase.elasticInOut}); } else if (!cameraRightSide && !isFocusedOnDad) { // Focus the camera on the opponent. cameraFollowPoint.setPosition(currentStage.getDad().cameraFocusPoint.x, currentStage.getDad().cameraFocusPoint.y); // TODO: Un-hardcode this stuff. if (currentStage.getDad().characterId == 'mom') { vocals.volume = 1; } if (currentSong.song.toLowerCase() == 'tutorial') tweenCamIn(); } */ // } /** * Spitting out the input for ravy 🙇‍♂️!! */ var inputSpitter:Array = []; public function keyShit(test:Bool):Void { if (PlayState.instance == null) return; // control arrays, order L D R U var holdArray:Array = [controls.NOTE_LEFT, controls.NOTE_DOWN, controls.NOTE_UP, controls.NOTE_RIGHT]; var pressArray:Array = [ controls.NOTE_LEFT_P, controls.NOTE_DOWN_P, controls.NOTE_UP_P, controls.NOTE_RIGHT_P ]; var releaseArray:Array = [ controls.NOTE_LEFT_R, controls.NOTE_DOWN_R, controls.NOTE_UP_R, controls.NOTE_RIGHT_R ]; if (pressArray.contains(true)) { var lol:Array = cast pressArray; inputSpitter.push(Std.int(Conductor.songPosition) + " " + lol.join(" ")); } if (FlxG.keys.justPressed.B) trace(inputSpitter.join("\n")); // HOLDS, check for sustain notes if (holdArray.contains(true) && PlayState.instance.generatedMusic) { PlayState.instance.activeNotes.forEachAlive(function(daNote:Note) { if (daNote.isSustainNote && daNote.canBeHit && daNote.mustPress && holdArray[daNote.data.noteData]) PlayState.instance.goodNoteHit(daNote); }); } // PRESSES, check for note hits if (pressArray.contains(true) && PlayState.instance.generatedMusic) { Haptic.vibrate(100, 100); PlayState.instance.currentStage.getBoyfriend().holdTimer = 0; var possibleNotes:Array = []; // notes that can be hit var directionList:Array = []; // directions that can be hit var dumbNotes:Array = []; // notes to kill later PlayState.instance.activeNotes.forEachAlive(function(daNote:Note) { if (daNote.canBeHit && daNote.mustPress && !daNote.tooLate && !daNote.wasGoodHit) { if (directionList.contains(daNote.data.noteData)) { for (coolNote in possibleNotes) { if (coolNote.data.noteData == daNote.data.noteData && Math.abs(daNote.data.strumTime - coolNote.data.strumTime) < 10) { // if it's the same note twice at < 10ms distance, just delete it // EXCEPT u cant delete it in this loop cuz it fucks with the collection lol dumbNotes.push(daNote); break; } else if (coolNote.data.noteData == daNote.data.noteData && daNote.data.strumTime < coolNote.data.strumTime) { // if daNote is earlier than existing note (coolNote), replace possibleNotes.remove(coolNote); possibleNotes.push(daNote); break; } } } else { possibleNotes.push(daNote); directionList.push(daNote.data.noteData); } } }); for (note in dumbNotes) { FlxG.log.add("killing dumb ass note at " + note.data.strumTime); note.kill(); PlayState.instance.activeNotes.remove(note, true); note.destroy(); } possibleNotes.sort((a, b) -> Std.int(a.data.strumTime - b.data.strumTime)); if (PlayState.instance.perfectMode) PlayState.instance.goodNoteHit(possibleNotes[0]); else if (possibleNotes.length > 0) { for (shit in 0...pressArray.length) { // if a direction is hit that shouldn't be if (pressArray[shit] && !directionList.contains(shit)) PlayState.instance.ghostNoteMiss(shit); } for (coolNote in possibleNotes) { if (pressArray[coolNote.data.noteData]) PlayState.instance.goodNoteHit(coolNote); } } else { // HNGGG I really want to add an option for ghost tapping // L + ratio for (shit in 0...pressArray.length) if (pressArray[shit]) PlayState.instance.ghostNoteMiss(shit, false); } } if (PlayState.instance == null || PlayState.instance.currentStage == null) return; for (keyId => isPressed in pressArray) { if (playerStrumline == null) continue; var arrow:StrumlineArrow = PlayState.instance.playerStrumline.getArrow(keyId); if (isPressed && arrow.animation.curAnim.name != 'confirm') { arrow.playAnimation('pressed'); } if (!holdArray[keyId]) { arrow.playAnimation('static'); } } } /** * Called when a player presses a key with no note present. * Scripts can modify the amount of health/score lost, whether player animations or sounds are used, * or even cancel the event entirely. * * @param direction * @param hasPossibleNotes */ function ghostNoteMiss(direction:funkin.noteStuff.NoteBasic.NoteType = 1, hasPossibleNotes:Bool = true):Void { var event:GhostMissNoteScriptEvent = new GhostMissNoteScriptEvent(direction, // Direction missed in. hasPossibleNotes, // Whether there was a note you could have hit. - 0.035 * 2, // How much health to add (negative). - 10 // Amount of score to add (negative). ); dispatchEvent(event); // Calling event.cancelEvent() skips animations and penalties. Neat! if (event.eventCanceled) return; health += event.healthChange; if (!isPracticeMode) songScore += event.scoreChange; if (event.playSound) { vocals.volume = 0; FlxG.sound.play(Paths.soundRandom('missnote', 1, 3), FlxG.random.float(0.1, 0.2)); } } function noteMiss(note:Note):Void { // a MISS is when you let a note scroll past you!! Highscore.tallies.missed++; var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_MISS, note, Highscore.tallies.combo, true); dispatchEvent(event); // Calling event.cancelEvent() skips all the other logic! Neat! if (event.eventCanceled) return; health -= 0.0775; if (!isPracticeMode) songScore -= 10; vocals.volume = 0; if (Highscore.tallies.combo != 0) { Highscore.tallies.combo = comboPopUps.displayCombo(0); } note.active = false; note.visible = false; note.kill(); activeNotes.remove(note, true); note.destroy(); } function goodNoteHit(note:Note):Void { if (!note.wasGoodHit) { var event:NoteScriptEvent = new NoteScriptEvent(ScriptEvent.NOTE_HIT, note, Highscore.tallies.combo + 1, true); dispatchEvent(event); // Calling event.cancelEvent() skips all the other logic! Neat! if (event.eventCanceled) return; if (!note.isSustainNote) { Highscore.tallies.combo++; Highscore.tallies.totalNotesHit++; if (Highscore.tallies.combo > Highscore.tallies.maxCombo) Highscore.tallies.maxCombo = Highscore.tallies.combo; popUpScore(note.data.strumTime, note); } playerStrumline.getArrow(note.data.noteData).playAnimation('confirm', true); note.wasGoodHit = true; vocals.volume = 1; if (!note.isSustainNote) { note.kill(); activeNotes.remove(note, true); note.destroy(); } } } override function stepHit():Bool { if (SongLoad.songData == null) return false; // super.stepHit() returns false if a module cancelled the event. if (!super.stepHit()) return false; if (Math.abs(FlxG.sound.music.time - (Conductor.songPosition - Conductor.offset)) > 20 || Math.abs(vocals.checkSyncError(Conductor.songPosition - Conductor.offset)) > 20) { resyncVocals(); } if (iconP1 != null) iconP1.onStepHit(Std.int(Conductor.currentStep)); if (iconP2 != null) iconP2.onStepHit(Std.int(Conductor.currentStep)); return true; } override function beatHit():Bool { // super.beatHit() returns false if a module cancelled the event. if (!super.beatHit()) return false; if (generatedMusic) { // TODO: Sort more efficiently, or less often, to improve performance. activeNotes.sort(SortUtil.byStrumtime, FlxSort.DESCENDING); } // Moving this code into the `beatHit` function allows for scripts and modules to control the camera better. if (currentSong != null) { if (generatedMusic && SongLoad.getSong()[Std.int(Conductor.currentStep / 16)] != null) { // cameraRightSide = SongLoad.getSong()[Std.int(Conductor.currentStep / 16)].mustHitSection; } if (SongLoad.getSong()[Math.floor(Conductor.currentStep / 16)] != null) { if (SongLoad.getSong()[Math.floor(Conductor.currentStep / 16)].changeBPM) { Conductor.forceBPM(SongLoad.getSong()[Math.floor(Conductor.currentStep / 16)].bpm); FlxG.log.add('CHANGED BPM!'); } } } // Manage the camera focus, if necessary. // controlCamera(); // HARDCODING FOR MILF ZOOMS! if (PreferencesMenu.getPref('camera-zoom')) { if (currentSong != null && currentSong.song.toLowerCase() == 'milf' && Conductor.currentBeat >= 168 && Conductor.currentBeat < 200 && camZooming && FlxG.camera.zoom < 1.35) { FlxG.camera.zoom += 0.015 * FlxCamera.defaultZoom; camHUD.zoom += 0.03; } if (camZooming && FlxG.camera.zoom < (1.35 * FlxCamera.defaultZoom) && Conductor.currentBeat % 4 == 0) { FlxG.camera.zoom += 0.015 * FlxCamera.defaultZoom; camHUD.zoom += 0.03; } } // That combo counter that got spoiled that one time. // Comes with NEAT visual and audio effects. // bruh this var is bonkers i thot it was a function lmfaooo // Break up into individual lines to aid debugging. var shouldShowComboText:Bool = false; if (currentSong != null) { shouldShowComboText = (Conductor.currentBeat % 8 == 7); var daSection = SongLoad.getSong()[Std.int(Conductor.currentBeat / 16)]; shouldShowComboText = shouldShowComboText && (daSection != null && daSection.mustHitSection); shouldShowComboText = shouldShowComboText && (Highscore.tallies.combo > 5); var daNextSection = SongLoad.getSong()[Std.int(Conductor.currentBeat / 16) + 1]; var isEndOfSong = SongLoad.getSong().length < Std.int(Conductor.currentBeat / 16); shouldShowComboText = shouldShowComboText && (isEndOfSong || (daNextSection != null && !daNextSection.mustHitSection)); } if (shouldShowComboText) { var animShit:ComboCounter = new ComboCounter(-100, 300, Highscore.tallies.combo); animShit.scrollFactor.set(0.6, 0.6); animShit.cameras = [camHUD]; add(animShit); var frameShit:Float = (1 / 24) * 2; // equals 2 frames in the animation new FlxTimer().start(((Conductor.crochet / 1000) * 1.25) - frameShit, function(tmr) { animShit.forceFinish(); }); } // Make the characters dance on the beat danceOnBeat(); return true; } /** * Handles characters dancing to the beat of the current song. * * TODO: Move some of this logic into `Bopper.hx` */ public function danceOnBeat() { if (currentStage == null) return; // TODO: Move this to a song event. if (Conductor.currentBeat % 16 == 15 // && currentSong.song == 'Tutorial' && currentStage.getDad().characterId == 'gf' && Conductor.currentBeat > 16 && Conductor.currentBeat < 48) { currentStage.getBoyfriend().playAnimation('hey', true); currentStage.getDad().playAnimation('cheer', true); } } /** * Constructs the strumlines for each player. */ function buildStrumlines():Void { var strumlineStyle:StrumlineStyle = NORMAL; // TODO: Put this in the chart or something? switch (currentStageId) { case 'school': strumlineStyle = PIXEL; case 'schoolEvil': strumlineStyle = PIXEL; } var strumlineYPos = Strumline.getYPos(); playerStrumline = new Strumline(0, strumlineStyle, 4); playerStrumline.x = 50 + FlxG.width / 2; playerStrumline.y = strumlineYPos; // Set the z-index so they don't appear in front of notes. playerStrumline.zIndex = 100; add(playerStrumline); playerStrumline.cameras = [camHUD]; if (!isStoryMode) { playerStrumline.fadeInArrows(); } enemyStrumline = new Strumline(1, strumlineStyle, 4); enemyStrumline.x = 50; enemyStrumline.y = strumlineYPos; // Set the z-index so they don't appear in front of notes. enemyStrumline.zIndex = 100; add(enemyStrumline); enemyStrumline.cameras = [camHUD]; if (!isStoryMode) { enemyStrumline.fadeInArrows(); } this.refresh(); } /** * Function called before opening a new substate. * @param subState The substate to open. */ override function openSubState(subState:FlxSubState) { // If there is a substate which requires the game to continue, // then make this a condition. var shouldPause = true; if (shouldPause) { // Pause the music. if (FlxG.sound.music != null) { FlxG.sound.music.pause(); if (vocals != null) vocals.pause(); } // Pause the countdown. Countdown.pauseCountdown(); } super.openSubState(subState); } /** * Function called before closing the current substate. * @param subState */ override function closeSubState() { if (isGamePaused) { var event:ScriptEvent = new ScriptEvent(ScriptEvent.RESUME, true); dispatchEvent(event); if (event.eventCanceled) return; if (FlxG.sound.music != null && !startingSong && !isInCutscene) resyncVocals(); // Resume the countdown. Countdown.resumeCountdown(); #if discord_rpc if (startTimer.finished) DiscordClient.changePresence(detailsText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC, true, songLength - Conductor.songPosition); else DiscordClient.changePresence(detailsText, currentSong.song + " (" + storyDifficultyText + ")", iconRPC); #end } super.closeSubState(); } /** * Prepares to start the countdown. * Ends any running cutscenes, creates the strumlines, and starts the countdown. */ function startCountdown():Void { var result = Countdown.performCountdown(currentStageId.startsWith('school')); if (!result) return; isInCutscene = false; camHUD.visible = true; talking = false; buildStrumlines(); } override function dispatchEvent(event:ScriptEvent):Void { // ORDER: Module, Stage, Character, Song, Note // Modules should get the first chance to cancel the event. // super.dispatchEvent(event) dispatches event to module scripts. super.dispatchEvent(event); // Dispatch event to stage script. ScriptEventDispatcher.callEvent(currentStage, event); // Dispatch event to character script(s). if (currentStage != null) currentStage.dispatchToCharacters(event); // TODO: Dispatch event to song script } /** * Updates the position and contents of the score display. */ function updateScoreText():Void { // TODO: Add functionality for modules to update the score text. scoreText.text = "Score:" + songScore; } /** * Updates the values of the health bar. */ function updateHealthBar():Void { healthLerp = FlxMath.lerp(healthLerp, health, 0.15); } /** * Resets the camera's zoom level and focus point. */ public function resetCamera():Void { FlxG.camera.follow(cameraFollowPoint, LOCKON, 0.04); FlxG.camera.targetOffset.set(); FlxG.camera.zoom = defaultCameraZoom; FlxG.camera.focusOn(cameraFollowPoint.getPosition()); } /** * Perform necessary cleanup before leaving the PlayState. */ function performCleanup() { // Uncache the song. if (currentChart != null) {} else if (currentSong != null) { openfl.utils.Assets.cache.clear(Paths.inst(currentSong.song)); openfl.utils.Assets.cache.clear(Paths.voices(currentSong.song)); } // Remove reference to stage and remove sprites from it to save memory. if (currentStage != null) { remove(currentStage); currentStage.kill(); dispatchEvent(new ScriptEvent(ScriptEvent.DESTROY, false)); currentStage = null; } GameOverSubstate.reset(); // Clear the static reference to this state. instance = null; } /** * This function is called whenever Flixel switches switching to a new FlxState. * @return Whether to actually switch to the new state. */ override function switchTo(nextState:FlxState):Bool { var result = super.switchTo(nextState); if (result) { performCleanup(); } return result; } }