package funkin.ui.debug.charting; import funkin.play.notes.Strumline; import funkin.data.notestyle.NoteStyleRegistry; import flixel.FlxObject; import flixel.FlxSprite; import flixel.graphics.frames.FlxFramesCollection; import flixel.graphics.frames.FlxTileFrames; import flixel.math.FlxPoint; import funkin.play.notes.SustainTrail; import funkin.play.song.SongData.SongNoteData; /** * A hold note sprite that can be used to display a note in a chart. * Designed to be used and reused efficiently. Has no gameplay functionality. */ class ChartEditorHoldNoteSprite extends SustainTrail { /** * The ChartEditorState this note belongs to. */ public var parentState:ChartEditorState; public function new(parent:ChartEditorState) { var noteStyle = NoteStyleRegistry.instance.fetchDefault(); super(0, 100, noteStyle); this.parentState = parent; zoom = 1.0; zoom *= noteStyle.fetchHoldNoteScale(); zoom *= 0.7; zoom *= ChartEditorState.GRID_SIZE / Strumline.STRUMLINE_SIZE; setup(); } /** * Set the height directly, to a value in pixels. * @param h The desired height in pixels. */ public function setHeightDirectly(h:Float) { sustainLength = h / (getScrollSpeed() * Constants.PIXELS_PER_MS); fullSustainLength = sustainLength; } function setup():Void { strumTime = 999999999; missedNote = false; hitNote = false; active = true; visible = true; alpha = 1.0; width = graphic.width / 8 * zoom; // amount of notes * 2 } public override function revive():Void { super.revive(); setup(); } public override function kill():Void { super.kill(); active = false; visible = false; noteData = null; strumTime = 999999999; noteDirection = 0; sustainLength = 0; fullSustainLength = 0; } /** * Return whether this note is currently visible. */ public function isHoldNoteVisible(viewAreaBottom:Float, viewAreaTop:Float):Bool { // True if the note is above the view area. var aboveViewArea = (this.y + this.height < viewAreaTop); // True if the note is below the view area. var belowViewArea = (this.y > viewAreaBottom); return !aboveViewArea && !belowViewArea; } /** * Return whether a hold note, if placed in the scene, would be visible. */ public static function wouldHoldNoteBeVisible(viewAreaBottom:Float, viewAreaTop:Float, noteData:SongNoteData, ?origin:FlxObject):Bool { var noteHeight:Float = noteData.stepLength * ChartEditorState.GRID_SIZE; var notePosY:Float = noteData.stepTime * ChartEditorState.GRID_SIZE; if (origin != null) notePosY += origin.y; // True if the note is above the view area. var aboveViewArea = (notePosY + noteHeight < viewAreaTop); // True if the note is below the view area. var belowViewArea = (notePosY > viewAreaBottom); return !aboveViewArea && !belowViewArea; } public function updateHoldNotePosition(?origin:FlxObject) { var cursorColumn:Int = this.noteData.data; if (cursorColumn < 0) cursorColumn = 0; if (cursorColumn >= (ChartEditorState.STRUMLINE_SIZE * 2 + 1)) { cursorColumn = (ChartEditorState.STRUMLINE_SIZE * 2 + 1); } else { // Invert player and opponent columns. if (cursorColumn >= ChartEditorState.STRUMLINE_SIZE) { cursorColumn -= ChartEditorState.STRUMLINE_SIZE; } else { cursorColumn += ChartEditorState.STRUMLINE_SIZE; } } this.x = cursorColumn * ChartEditorState.GRID_SIZE; // Notes far in the song will start far down, but the group they belong to will have a high negative offset. if (this.noteData.stepTime >= 0) { // noteData.stepTime is a calculated value which accounts for BPM changes var stepTime:Float = this.noteData.stepTime; var roundedStepTime:Float = Math.floor(stepTime + 0.01); // Add epsilon to fix rounding issues this.y = roundedStepTime * ChartEditorState.GRID_SIZE; } this.x += ChartEditorState.GRID_SIZE / 2; this.x -= this.width / 2; this.y += ChartEditorState.GRID_SIZE / 2; if (origin != null) { this.x += origin.x; this.y += origin.y; } } }