package funkin.ui.charSelect; import flixel.FlxSprite; import funkin.graphics.adobeanimate.FlxAtlasSprite; import flxanimate.animate.FlxKeyFrame; import funkin.modding.IScriptedClass.IBPMSyncedScriptedClass; import funkin.modding.events.ScriptEvent; class CharSelectPlayer extends FlxAtlasSprite implements IBPMSyncedScriptedClass { public function new(x:Float, y:Float) { super(x, y, Paths.animateAtlas("charSelect/bfChill")); onAnimationComplete.add(function(animLabel:String) { switch (animLabel) { case "slidein": if (hasAnimation("slidein idle point")) { playAnimation("slidein idle point", true, false, false); } else { playAnimation("idle", true, false, false); } case "deselect": playAnimation("deselect loop start", true, false, true); case "slidein idle point", "cannot select Label", "unlock": playAnimation("idle", true, false, false); case "idle": trace('Waiting for onBeatHit'); } }); } public function onStepHit(event:SongTimeScriptEvent):Void {} public function onBeatHit(event:SongTimeScriptEvent):Void { // TODO: There's a minor visual bug where there's a little stutter. // This happens because the animation is getting restarted while it's already playing. // I tried make this not interrupt an existing idle, // but isAnimationFinished() and isLoopComplete() both don't work! What the hell? // danceEvery isn't necessary if that gets fixed. // if (getCurrentAnimation() == "idle") { playAnimation("idle", true, false, false); } }; public function updatePosition(str:String) { switch (str) { case "bf": x = 0; y = 0; case "pico": x = 0; y = 0; case "random": } } public function switchChar(str:String) { switch str { default: loadAtlas(Paths.animateAtlas("charSelect/" + str + "Chill")); } playAnimation("slidein", true, false, false); updateHitbox(); updatePosition(str); } public function onScriptEvent(event:ScriptEvent):Void {}; public function onCreate(event:ScriptEvent):Void {}; public function onDestroy(event:ScriptEvent):Void {}; public function onUpdate(event:UpdateScriptEvent):Void {}; }