package; import flixel.FlxGame; import flixel.FlxState; import funkin.InitState; import funkin.MemoryCounter; import openfl.Lib; import openfl.display.FPS; import openfl.display.Sprite; import openfl.events.Event; import openfl.media.Video; import openfl.net.NetStream; class Main extends Sprite { var gameWidth:Int = 1280; // Width of the game in pixels (might be less / more in actual pixels depending on your zoom). var gameHeight:Int = 720; // Height of the game in pixels (might be less / more in actual pixels depending on your zoom). var initialState:Class = InitState; // The FlxState the game starts with. var zoom:Float = -1; // If -1, zoom is automatically calculated to fit the window dimensions. #if web var framerate:Int = 60; // How many frames per second the game should run at. #else // TODO: This should probably be in the options menu? var framerate:Int = 144; // How many frames per second the game should run at. #end var skipSplash:Bool = true; // Whether to skip the flixel splash screen that appears in release mode. var startFullscreen:Bool = false; // Whether to start the game in fullscreen on desktop targets // You can pretty much ignore everything from here on - your code should go in your states. public static function main():Void { Lib.current.addChild(new Main()); } public function new() { super(); // TODO: Replace this with loadEnabledMods(). funkin.modding.PolymodHandler.loadAllMods(); if (stage != null) { init(); } else { addEventListener(Event.ADDED_TO_STAGE, init); } } private function init(?E:Event):Void { if (hasEventListener(Event.ADDED_TO_STAGE)) { removeEventListener(Event.ADDED_TO_STAGE, init); } setupGame(); } var video:Video; var netStream:NetStream; private var overlay:Sprite; public static var fpsCounter:FPS; public static var memoryCounter:MemoryCounter; private function setupGame():Void { // Lib.current.stage.color = null; var stageWidth:Int = Lib.current.stage.stageWidth; var stageHeight:Int = Lib.current.stage.stageHeight; // if (zoom == -1) // { // var ratioX:Float = stageWidth / gameWidth; // var ratioY:Float = stageHeight / gameHeight; // zoom = Math.min(ratioX, ratioY); // gameWidth = Math.ceil(stageWidth / zoom); // gameHeight = Math.ceil(stageHeight / zoom); // } /** * The `zoom` argument of FlxGame was removed in the dev branch of Flixel, * since it was considered confusing and unintuitive. * If you want to change how the game scales when you resize the window, * you can use `FlxG.scaleMode`. * -Eric */ #if !debug initialState = TitleState; #end addChild(new FlxGame(gameWidth, gameHeight, initialState, framerate, framerate, skipSplash, startFullscreen)); #if debug fpsCounter = new FPS(10, 3, 0xFFFFFF); addChild(fpsCounter); #if !html5 memoryCounter = new MemoryCounter(10, 13, 0xFFFFFF); addChild(memoryCounter); #end #end /* video = new Video(); addChild(video); var netConnection = new NetConnection(); netConnection.connect(null); netStream = new NetStream(netConnection); netStream.client = {onMetaData: client_onMetaData}; netStream.addEventListener(AsyncErrorEvent.ASYNC_ERROR, netStream_onAsyncError); #if (js && html5) overlay = new Sprite(); overlay.graphics.beginFill(0, 0.5); overlay.graphics.drawRect(0, 0, 560, 320); overlay.addEventListener(MouseEvent.MOUSE_DOWN, overlay_onMouseDown); overlay.buttonMode = true; addChild(overlay); netConnection.addEventListener(NetStatusEvent.NET_STATUS, netConnection_onNetStatus); #else netStream.play("assets/preload/music/dredd.mp4"); #end */ } /* private function client_onMetaData(metaData:Dynamic) { video.attachNetStream(netStream); video.width = video.videoWidth; video.height = video.videoHeight; } private function netStream_onAsyncError(event:AsyncErrorEvent):Void { trace("Error loading video"); } private function netConnection_onNetStatus(event:NetStatusEvent):Void { } private function overlay_onMouseDown(event:MouseEvent):Void { netStream.play("assets/preload/music/dredd.mp4"); } */ }