mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2025-09-05 05:07:39 +00:00
1091 lines
35 KiB
Haxe
1091 lines
35 KiB
Haxe
package funkin.ui.transition.preload;
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import funkin.mobile.util.ScreenUtil;
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import openfl.events.MouseEvent;
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import flash.display.Bitmap;
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import flash.display.BitmapData;
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import flash.display.Sprite;
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import flash.Lib;
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import flixel.system.FlxBasePreloader;
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import funkin.util.MathUtil;
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import openfl.display.Sprite;
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import openfl.text.TextField;
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import openfl.text.TextFormat;
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import openfl.text.TextFormatAlign;
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using StringTools;
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// Annotation embeds the asset in the executable for faster loading.
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// Polymod can't override this, so we can't use this technique elsewhere.
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#if FEATURE_TOUCH_HERE_TO_PLAY
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@:bitmap('art/touchHereToPlay.png')
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class TouchHereToPlayImage extends BitmapData {}
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#end
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/**
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* This preloader displays a VFD-esque display while the game downloads assets.
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*/
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class FunkinPreloader extends FlxBasePreloader
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{
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/**
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* The width at the base resolution.
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* Scaled up/down appropriately as needed.
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*/
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static final BASE_WIDTH:Float = 1280;
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/**
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* Margin at the sides and bottom, around the loading bar.
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*/
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static final BAR_PADDING:Float = 20;
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static final BAR_HEIGHT:Int = 12;
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static final PIECES_COUNT:Int = 16;
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/**
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* Display takes this long (in seconds) to fade in.
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*/
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static final FADE_TIME:Float = 2.5;
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// Ratio between window size and BASE_WIDTH
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var ratio:Float = 0;
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var currentState:FunkinPreloaderState = FunkinPreloaderState.NotStarted;
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// private var downloadingAssetsStartTime:Float = -1;
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private var downloadingAssetsPercent:Float = -1;
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private var downloadingAssetsComplete:Bool = false;
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private var preloadingPlayAssetsPercent:Float = -1;
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private var preloadingPlayAssetsStartTime:Float = -1;
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private var preloadingPlayAssetsComplete:Bool = false;
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private var cachingGraphicsPercent:Float = -1;
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private var cachingGraphicsStartTime:Float = -1;
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private var cachingGraphicsComplete:Bool = false;
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private var cachingAudioPercent:Float = -1;
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private var cachingAudioStartTime:Float = -1;
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private var cachingAudioComplete:Bool = false;
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private var cachingDataPercent:Float = -1;
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private var cachingDataStartTime:Float = -1;
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private var cachingDataComplete:Bool = false;
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private var parsingSpritesheetsPercent:Float = -1;
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private var parsingSpritesheetsStartTime:Float = -1;
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private var parsingSpritesheetsComplete:Bool = false;
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private var parsingStagesPercent:Float = -1;
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private var parsingStagesStartTime:Float = -1;
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private var parsingStagesComplete:Bool = false;
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private var parsingCharactersPercent:Float = -1;
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private var parsingCharactersStartTime:Float = -1;
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private var parsingCharactersComplete:Bool = false;
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private var parsingSongsPercent:Float = -1;
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private var parsingSongsStartTime:Float = -1;
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private var parsingSongsComplete:Bool = false;
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private var initializingScriptsPercent:Float = -1;
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private var cachingCoreAssetsPercent:Float = -1;
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/**
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* The timestamp when the other steps completed and the `Finishing up` step started.
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*/
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private var completeTime:Float = -1;
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// Graphics
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#if FEATURE_TOUCH_HERE_TO_PLAY
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var touchHereToPlay:Bitmap;
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var touchHereSprite:Sprite;
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#end
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var progressBarPieces:Array<Sprite>;
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var progressLeftText:TextField;
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var progressRightText:TextField;
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var dspText:TextField;
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var fnfText:TextField;
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var enhancedText:TextField;
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var stereoText:TextField;
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var vfdShader:VFDOverlay;
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var vfdBitmap:Bitmap;
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var rTextGroup:Sprite;
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var progressLines:Sprite;
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public function new()
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{
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super(Constants.PRELOADER_MIN_STAGE_TIME);
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// We can't even call trace() yet, until Flixel loads.
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trace('Initializing custom preloader...');
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}
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override function create():Void
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{
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// Nothing happens in the base preloader.
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super.create();
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// Background color.
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Lib.current.stage.color = Constants.COLOR_PRELOADER_BG;
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// Width and height of the preloader.
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// Reference: Mobile resolution actually spits out smaller number
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// this._width is 893 on iPhone 14 Pro
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// and this._height is 393
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// so a few lines lower
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// ratio = 893 / 1280 / 2.0 = ~0.3 on iPhone
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// ratio = 1280 / 1280 / 2.0 = 0.5 on desktop
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// However on Android, this._width/_height are the devices actual resolution.
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this._width = Lib.current.stage.stageWidth;
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this._height = Lib.current.stage.stageHeight;
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trace('Preloader size: ' + this._width + 'x' + this._height);
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// Scale assets to the screen size.
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// Desktop is always 1:1 scale, mobile needs DPI normalization for consistent positioning
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#if mobile
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var display = lime.system.System.getDisplay(0);
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var dpiScale = display.dpi / 160.0; // 160 is Android's baseline DPI
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var normalizedWidth = this._width / dpiScale;
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ratio = normalizedWidth / BASE_WIDTH;
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#else
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ratio = 1.0; // Desktop is always 1:1 scale
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#end
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progressBarPieces = [];
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var maxBarWidth:Float = this._width - BAR_PADDING * 2;
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var pieceWidth:Float = maxBarWidth / PIECES_COUNT;
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var pieceGap:Int = 8;
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progressLines = new openfl.display.Sprite();
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progressLines.graphics.lineStyle(2, Constants.COLOR_PRELOADER_BAR);
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progressLines.graphics.drawRect(-2, 0, this._width + 4, 30);
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progressLines.y = this._height * 0.67;
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addChild(progressLines);
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for (i in 0...PIECES_COUNT)
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{
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var piece:Sprite = new Sprite();
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piece.graphics.beginFill(Constants.COLOR_PRELOADER_BAR);
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piece.graphics.drawRoundRect(0, 0, pieceWidth - pieceGap, BAR_HEIGHT, 4, 4);
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piece.graphics.endFill();
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piece.x = i * (piece.width + pieceGap);
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piece.y = progressLines.y + 8;
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addChild(piece);
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progressBarPieces.push(piece);
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}
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// Create the progress message.
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var progressLeftTextFormat:TextFormat = new TextFormat("DS-Digital", Std.int(32 * ratio), Constants.COLOR_PRELOADER_BAR, true);
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progressLeftTextFormat.align = TextFormatAlign.LEFT;
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var progressRightTextFormat:TextFormat = new TextFormat("DS-Digital", 16, Constants.COLOR_PRELOADER_BAR, true);
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progressRightTextFormat.align = TextFormatAlign.RIGHT;
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progressLeftText = makeText(BAR_PADDING * ratio, progressLines.y, 'Downloading assets...', Constants.COLOR_PRELOADER_BAR);
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progressLeftText.defaultTextFormat = progressLeftTextFormat;
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progressLeftText.width = this._width - BAR_PADDING * 2;
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addChild(progressLeftText);
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progressLeftText.y -= (progressLeftText.textHeight / ratio) * 2.5;
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if (!isLandscapeFlipped()) progressLeftText.x += ScreenUtil.getNotchRect().width * ratio;
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// Create the progress % in the bottom right
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// This displays in the bottom right corner, so it's generally safe from notches...
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// but we should do a sweep online to make sure that there's no hole-punch style cameras on android that may block this
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progressRightText = makeText(BAR_PADDING, this._height - BAR_PADDING - BAR_HEIGHT - 16 - 4, '0%', Constants.COLOR_PRELOADER_BAR);
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progressRightText.defaultTextFormat = progressRightTextFormat;
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addChild(progressRightText);
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// note: on mobile we generally dont want to scale these texts down
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// however should test on android + iPad to see how it fits!
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rTextGroup = new Sprite();
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rTextGroup.graphics.beginFill(Constants.COLOR_PRELOADER_BAR, 1);
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rTextGroup.graphics.drawRoundRect(0, 40, 64, 20, 5, 5);
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rTextGroup.graphics.drawRoundRect(70, 40, 58, 20, 5, 5);
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rTextGroup.graphics.endFill();
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rTextGroup.graphics.beginFill(Constants.COLOR_PRELOADER_BAR, 0.1);
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rTextGroup.graphics.drawRoundRect(0, 40, 128, 20, 5, 5);
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rTextGroup.graphics.endFill();
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rTextGroup.x = this._width * 0.64;
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rTextGroup.y = progressLeftText.y;
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addChild(rTextGroup);
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dspText = makeText(10, 33, 'DSP', 0x000000);
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dspText.width = this._width;
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dspText.height = 30;
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rTextGroup.addChild(dspText);
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fnfText = makeText(78, 33, 'FNF', 0x000000);
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fnfText.width = this._width;
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fnfText.height = 30;
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rTextGroup.addChild(fnfText);
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enhancedText = makeText(-100, 40, 'ENHANCED', Constants.COLOR_PRELOADER_BAR);
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enhancedText.width = this._width;
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enhancedText.height = 100;
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rTextGroup.addChild(enhancedText);
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stereoText = makeText(0, 0, 'STEREO', Constants.COLOR_PRELOADER_BAR);
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stereoText.width = this._width;
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stereoText.height = 100;
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rTextGroup.addChild(stereoText);
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// todo: check if these actually overlap the notch with some rect check thing
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// im making more sweeping assumptions rn because i only have iOS
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if (isLandscapeFlipped()) rTextGroup.x -= ScreenUtil.getNotchRect().width * ratio;
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vfdBitmap = new Bitmap(new BitmapData(this._width, this._height, true, 0xFFFFFFFF));
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addChild(vfdBitmap);
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vfdShader = new VFDOverlay();
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vfdBitmap.shader = vfdShader;
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#if FEATURE_TOUCH_HERE_TO_PLAY
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touchHereToPlay = createBitmap(TouchHereToPlayImage, function(bmp:Bitmap) {
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// Scale and center the touch to start image.
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// We have to do this inside the async call, after the image size is known.
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bmp.scaleX = bmp.scaleY = ratio * 0.5;
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bmp.x = (this._width - bmp.width) / 2;
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bmp.y = (this._height - bmp.height) / 2;
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});
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touchHereToPlay.alpha = 0.0;
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touchHereSprite = new Sprite();
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touchHereSprite.buttonMode = false;
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touchHereSprite.addChild(touchHereToPlay);
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addChild(touchHereSprite);
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#end
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}
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function makeText(txtX:Float, txtY:Float, txt:String, color:Int):TextField
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{
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var text:TextField = new TextField();
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text.selectable = false;
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text.width = this._width - BAR_PADDING * 2;
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text.x = txtX;
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text.y = txtY;
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text.text = txt;
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text.textColor = color;
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return text;
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}
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var lastElapsed:Float = 0.0;
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override function update(percent:Float):Void
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{
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var elapsed:Float = (Date.now().getTime() - this._startTime) / 1000.0;
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vfdShader.update(elapsed * 100);
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downloadingAssetsPercent = percent;
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var loadPercent:Float = updateState(percent, elapsed);
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updateGraphics(loadPercent, elapsed);
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lastElapsed = elapsed;
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}
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function updateState(percent:Float, elapsed:Float):Float
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{
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switch (currentState)
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{
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case FunkinPreloaderState.NotStarted:
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if (downloadingAssetsPercent > 0.0) currentState = FunkinPreloaderState.DownloadingAssets;
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return percent;
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case FunkinPreloaderState.DownloadingAssets:
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// Sometimes percent doesn't go to 100%, it's a floating point error.
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if (downloadingAssetsPercent >= 1.0
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|| (elapsed > Constants.PRELOADER_MIN_STAGE_TIME
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&& downloadingAssetsComplete)) currentState = FunkinPreloaderState.PreloadingPlayAssets;
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return percent;
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case FunkinPreloaderState.PreloadingPlayAssets:
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if (preloadingPlayAssetsPercent < 0.0)
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{
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preloadingPlayAssetsStartTime = elapsed;
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preloadingPlayAssetsPercent = 0.0;
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// This is quick enough to do synchronously.
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// Assets.initialize();
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/*
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// Make a future to retrieve the manifest
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var future:Future<lime.utils.AssetLibrary> = Assets.preloadLibrary('gameplay');
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future.onProgress((loaded:Int, total:Int) -> {
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preloadingPlayAssetsPercent = loaded / total;
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});
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future.onComplete((library:lime.utils.AssetLibrary) -> {
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});
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*/
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// TODO: Reimplement this.
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preloadingPlayAssetsPercent = 1.0;
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preloadingPlayAssetsComplete = true;
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return 0.0;
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}
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else if (Constants.PRELOADER_MIN_STAGE_TIME > 0)
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{
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var elapsedPreloadingPlayAssets:Float = elapsed - preloadingPlayAssetsStartTime;
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if (preloadingPlayAssetsComplete && elapsedPreloadingPlayAssets >= Constants.PRELOADER_MIN_STAGE_TIME)
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{
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currentState = FunkinPreloaderState.InitializingScripts;
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return 0.0;
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}
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else
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{
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// We need to return SIMULATED progress here.
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if (preloadingPlayAssetsPercent < (elapsedPreloadingPlayAssets / Constants.PRELOADER_MIN_STAGE_TIME)) return preloadingPlayAssetsPercent;
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else
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return elapsedPreloadingPlayAssets / Constants.PRELOADER_MIN_STAGE_TIME;
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}
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}
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else
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{
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if (preloadingPlayAssetsComplete) currentState = FunkinPreloaderState.InitializingScripts;
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}
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return preloadingPlayAssetsPercent;
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case FunkinPreloaderState.InitializingScripts:
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if (initializingScriptsPercent < 0.0)
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{
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initializingScriptsPercent = 0.0;
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/*
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var future:Future<Array<String>> = []; // PolymodHandler.loadNoModsAsync();
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future.onProgress((loaded:Int, total:Int) -> {
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trace('PolymodHandler.loadNoModsAsync() progress: ' + loaded + '/' + total);
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initializingScriptsPercent = loaded / total;
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});
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future.onComplete((result:Array<String>) -> {
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trace('Completed initializing scripts: ' + result);
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});
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*/
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initializingScriptsPercent = 1.0;
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currentState = FunkinPreloaderState.CachingGraphics;
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return 0.0;
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}
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return initializingScriptsPercent;
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case CachingGraphics:
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if (cachingGraphicsPercent < 0)
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{
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cachingGraphicsPercent = 0.0;
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cachingGraphicsStartTime = elapsed;
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/*
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var assetsToCache:Array<String> = []; // Assets.listGraphics('core');
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var future:Future<Array<String>> = []; // Assets.cacheAssets(assetsToCache);
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future.onProgress((loaded:Int, total:Int) -> {
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cachingGraphicsPercent = loaded / total;
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});
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future.onComplete((_result) -> {
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trace('Completed caching graphics.');
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});
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*/
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// TODO: Reimplement this.
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cachingGraphicsPercent = 1.0;
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cachingGraphicsComplete = true;
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return 0.0;
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}
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else if (Constants.PRELOADER_MIN_STAGE_TIME > 0)
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{
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var elapsedCachingGraphics:Float = elapsed - cachingGraphicsStartTime;
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if (cachingGraphicsComplete && elapsedCachingGraphics >= Constants.PRELOADER_MIN_STAGE_TIME)
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{
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currentState = FunkinPreloaderState.CachingAudio;
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return 0.0;
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}
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else
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{
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if (cachingGraphicsPercent < (elapsedCachingGraphics / Constants.PRELOADER_MIN_STAGE_TIME))
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{
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// Return real progress if it's lower.
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return cachingGraphicsPercent;
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}
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else
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{
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// Return simulated progress if it's higher.
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return elapsedCachingGraphics / Constants.PRELOADER_MIN_STAGE_TIME;
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}
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}
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}
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else
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{
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if (cachingGraphicsComplete)
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{
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currentState = FunkinPreloaderState.CachingAudio;
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return 0.0;
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}
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else
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{
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return cachingGraphicsPercent;
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}
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}
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case CachingAudio:
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if (cachingAudioPercent < 0)
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{
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cachingAudioPercent = 0.0;
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cachingAudioStartTime = elapsed;
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var assetsToCache:Array<String> = []; // Assets.listSound('core');
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/*
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var future:Future<Array<String>> = []; // Assets.cacheAssets(assetsToCache);
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future.onProgress((loaded:Int, total:Int) -> {
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cachingAudioPercent = loaded / total;
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});
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future.onComplete((_result) -> {
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trace('Completed caching audio.');
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});
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*/
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// TODO: Reimplement this.
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cachingAudioPercent = 1.0;
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cachingAudioComplete = true;
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return 0.0;
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}
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else if (Constants.PRELOADER_MIN_STAGE_TIME > 0)
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{
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var elapsedCachingAudio:Float = elapsed - cachingAudioStartTime;
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if (cachingAudioComplete && elapsedCachingAudio >= Constants.PRELOADER_MIN_STAGE_TIME)
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{
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currentState = FunkinPreloaderState.CachingData;
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return 0.0;
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}
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else
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{
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// We need to return SIMULATED progress here.
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if (cachingAudioPercent < (elapsedCachingAudio / Constants.PRELOADER_MIN_STAGE_TIME))
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{
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return cachingAudioPercent;
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}
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else
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{
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return elapsedCachingAudio / Constants.PRELOADER_MIN_STAGE_TIME;
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}
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}
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}
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else
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{
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if (cachingAudioComplete)
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{
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currentState = FunkinPreloaderState.CachingData;
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return 0.0;
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}
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else
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{
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return cachingAudioPercent;
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}
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}
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case CachingData:
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if (cachingDataPercent < 0)
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{
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cachingDataPercent = 0.0;
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cachingDataStartTime = elapsed;
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var assetsToCache:Array<String> = [];
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var sparrowFramesToCache:Array<String> = [];
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// Core files
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// assetsToCache = assetsToCache.concat(Assets.listText('core'));
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// assetsToCache = assetsToCache.concat(Assets.listJSON('core'));
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// Core spritesheets
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// assetsToCache = assetsToCache.concat(Assets.listXML('core'));
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|
|
|
// Gameplay files
|
|
// assetsToCache = assetsToCache.concat(Assets.listText('gameplay'));
|
|
// assetsToCache = assetsToCache.concat(Assets.listJSON('gameplay'));
|
|
// We're not caching gameplay spritesheets here because they're fetched on demand.
|
|
|
|
/*
|
|
var future:Future<Array<String>> = [];
|
|
// Assets.cacheAssets(assetsToCache, true);
|
|
future.onProgress((loaded:Int, total:Int) -> {
|
|
cachingDataPercent = loaded / total;
|
|
});
|
|
future.onComplete((_result) -> {
|
|
trace('Completed caching data.');
|
|
});
|
|
*/
|
|
cachingDataPercent = 1.0;
|
|
cachingDataComplete = true;
|
|
return 0.0;
|
|
}
|
|
else if (Constants.PRELOADER_MIN_STAGE_TIME > 0)
|
|
{
|
|
var elapsedCachingData:Float = elapsed - cachingDataStartTime;
|
|
if (cachingDataComplete && elapsedCachingData >= Constants.PRELOADER_MIN_STAGE_TIME)
|
|
{
|
|
currentState = FunkinPreloaderState.ParsingSpritesheets;
|
|
return 0.0;
|
|
}
|
|
else
|
|
{
|
|
// We need to return SIMULATED progress here.
|
|
if (cachingDataPercent < (elapsedCachingData / Constants.PRELOADER_MIN_STAGE_TIME)) return cachingDataPercent;
|
|
else
|
|
return elapsedCachingData / Constants.PRELOADER_MIN_STAGE_TIME;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (cachingDataComplete)
|
|
{
|
|
currentState = FunkinPreloaderState.ParsingSpritesheets;
|
|
return 0.0;
|
|
}
|
|
}
|
|
|
|
return cachingDataPercent;
|
|
|
|
case ParsingSpritesheets:
|
|
if (parsingSpritesheetsPercent < 0)
|
|
{
|
|
parsingSpritesheetsPercent = 0.0;
|
|
parsingSpritesheetsStartTime = elapsed;
|
|
|
|
// Core spritesheets
|
|
var sparrowFramesToCache = []; // Assets.listXML('core').map((xml:String) -> xml.replace('.xml', '').replace('core:assets/core/', ''));
|
|
// We're not caching gameplay spritesheets here because they're fetched on demand.
|
|
|
|
/*
|
|
var future:Future<Array<String>> = []; // Assets.cacheSparrowFrames(sparrowFramesToCache, true);
|
|
future.onProgress((loaded:Int, total:Int) -> {
|
|
parsingSpritesheetsPercent = loaded / total;
|
|
});
|
|
future.onComplete((_result) -> {
|
|
trace('Completed parsing spritesheets.');
|
|
});
|
|
*/
|
|
parsingSpritesheetsPercent = 1.0;
|
|
parsingSpritesheetsComplete = true;
|
|
return 0.0;
|
|
}
|
|
else if (Constants.PRELOADER_MIN_STAGE_TIME > 0)
|
|
{
|
|
var elapsedParsingSpritesheets:Float = elapsed - parsingSpritesheetsStartTime;
|
|
if (parsingSpritesheetsComplete && elapsedParsingSpritesheets >= Constants.PRELOADER_MIN_STAGE_TIME)
|
|
{
|
|
currentState = FunkinPreloaderState.ParsingStages;
|
|
return 0.0;
|
|
}
|
|
else
|
|
{
|
|
// We need to return SIMULATED progress here.
|
|
if (parsingSpritesheetsPercent < (elapsedParsingSpritesheets / Constants.PRELOADER_MIN_STAGE_TIME)) return parsingSpritesheetsPercent;
|
|
else
|
|
return elapsedParsingSpritesheets / Constants.PRELOADER_MIN_STAGE_TIME;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (parsingSpritesheetsComplete)
|
|
{
|
|
currentState = FunkinPreloaderState.ParsingStages;
|
|
return 0.0;
|
|
}
|
|
}
|
|
|
|
return parsingSpritesheetsPercent;
|
|
|
|
case ParsingStages:
|
|
if (parsingStagesPercent < 0)
|
|
{
|
|
parsingStagesPercent = 0.0;
|
|
parsingStagesStartTime = elapsed;
|
|
|
|
/*
|
|
// TODO: Reimplement this.
|
|
var future:Future<Array<String>> = []; // StageDataParser.loadStageCacheAsync();
|
|
|
|
future.onProgress((loaded:Int, total:Int) -> {
|
|
parsingStagesPercent = loaded / total;
|
|
});
|
|
|
|
future.onComplete((_result) -> {
|
|
trace('Completed parsing stages.');
|
|
});
|
|
*/
|
|
|
|
parsingStagesPercent = 1.0;
|
|
parsingStagesComplete = true;
|
|
return 0.0;
|
|
}
|
|
else if (Constants.PRELOADER_MIN_STAGE_TIME > 0)
|
|
{
|
|
var elapsedParsingStages:Float = elapsed - parsingStagesStartTime;
|
|
if (parsingStagesComplete && elapsedParsingStages >= Constants.PRELOADER_MIN_STAGE_TIME)
|
|
{
|
|
currentState = FunkinPreloaderState.ParsingCharacters;
|
|
return 0.0;
|
|
}
|
|
else
|
|
{
|
|
// We need to return SIMULATED progress here.
|
|
if (parsingStagesPercent < (elapsedParsingStages / Constants.PRELOADER_MIN_STAGE_TIME)) return parsingStagesPercent;
|
|
else
|
|
return elapsedParsingStages / Constants.PRELOADER_MIN_STAGE_TIME;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (parsingStagesComplete)
|
|
{
|
|
currentState = FunkinPreloaderState.ParsingCharacters;
|
|
return 0.0;
|
|
}
|
|
}
|
|
|
|
return parsingStagesPercent;
|
|
|
|
case ParsingCharacters:
|
|
if (parsingCharactersPercent < 0)
|
|
{
|
|
parsingCharactersPercent = 0.0;
|
|
parsingCharactersStartTime = elapsed;
|
|
|
|
/*
|
|
// TODO: Reimplement this.
|
|
var future:Future<Array<String>> = []; // CharacterDataParser.loadCharacterCacheAsync();
|
|
|
|
future.onProgress((loaded:Int, total:Int) -> {
|
|
parsingCharactersPercent = loaded / total;
|
|
});
|
|
|
|
future.onComplete((_result) -> {
|
|
trace('Completed parsing characters.');
|
|
});
|
|
*/
|
|
|
|
parsingCharactersPercent = 1.0;
|
|
parsingCharactersComplete = true;
|
|
return 0.0;
|
|
}
|
|
else if (Constants.PRELOADER_MIN_STAGE_TIME > 0)
|
|
{
|
|
var elapsedParsingCharacters:Float = elapsed - parsingCharactersStartTime;
|
|
if (parsingCharactersComplete && elapsedParsingCharacters >= Constants.PRELOADER_MIN_STAGE_TIME)
|
|
{
|
|
currentState = FunkinPreloaderState.ParsingSongs;
|
|
return 0.0;
|
|
}
|
|
else
|
|
{
|
|
// We need to return SIMULATED progress here.
|
|
if (parsingCharactersPercent < (elapsedParsingCharacters / Constants.PRELOADER_MIN_STAGE_TIME)) return parsingCharactersPercent;
|
|
else
|
|
return elapsedParsingCharacters / Constants.PRELOADER_MIN_STAGE_TIME;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (parsingStagesComplete)
|
|
{
|
|
currentState = FunkinPreloaderState.ParsingSongs;
|
|
return 0.0;
|
|
}
|
|
}
|
|
|
|
return parsingCharactersPercent;
|
|
|
|
case ParsingSongs:
|
|
if (parsingSongsPercent < 0)
|
|
{
|
|
parsingSongsPercent = 0.0;
|
|
parsingSongsStartTime = elapsed;
|
|
|
|
/*
|
|
// TODO: Reimplement this.
|
|
var future:Future<Array<String>> = ;
|
|
// SongDataParser.loadSongCacheAsync();
|
|
|
|
future.onProgress((loaded:Int, total:Int) -> {
|
|
parsingSongsPercent = loaded / total;
|
|
});
|
|
|
|
future.onComplete((_result) -> {
|
|
trace('Completed parsing songs.');
|
|
});
|
|
*/
|
|
|
|
parsingSongsPercent = 1.0;
|
|
parsingSongsComplete = true;
|
|
|
|
return 0.0;
|
|
}
|
|
else if (Constants.PRELOADER_MIN_STAGE_TIME > 0)
|
|
{
|
|
var elapsedParsingSongs:Float = elapsed - parsingSongsStartTime;
|
|
if (parsingSongsComplete && elapsedParsingSongs >= Constants.PRELOADER_MIN_STAGE_TIME)
|
|
{
|
|
currentState = FunkinPreloaderState.Complete;
|
|
return 0.0;
|
|
}
|
|
else
|
|
{
|
|
// We need to return SIMULATED progress here.
|
|
if (parsingSongsPercent < (elapsedParsingSongs / Constants.PRELOADER_MIN_STAGE_TIME))
|
|
{
|
|
return parsingSongsPercent;
|
|
}
|
|
else
|
|
{
|
|
return elapsedParsingSongs / Constants.PRELOADER_MIN_STAGE_TIME;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (parsingSongsComplete)
|
|
{
|
|
currentState = FunkinPreloaderState.Complete;
|
|
return 0.0;
|
|
}
|
|
else
|
|
{
|
|
return parsingSongsPercent;
|
|
}
|
|
}
|
|
case FunkinPreloaderState.Complete:
|
|
if (completeTime < 0)
|
|
{
|
|
completeTime = elapsed;
|
|
}
|
|
|
|
return 1.0;
|
|
#if FEATURE_TOUCH_HERE_TO_PLAY
|
|
case FunkinPreloaderState.TouchHereToPlay:
|
|
if (completeTime < 0)
|
|
{
|
|
completeTime = elapsed;
|
|
}
|
|
|
|
if (touchHereToPlay.alpha < 1.0)
|
|
{
|
|
touchHereSprite.buttonMode = true;
|
|
touchHereToPlay.alpha = 1.0;
|
|
removeChild(vfdBitmap);
|
|
|
|
addEventListener(MouseEvent.CLICK, onTouchHereToPlay);
|
|
touchHereSprite.addEventListener(MouseEvent.MOUSE_OVER, overTouchHereToPlay);
|
|
touchHereSprite.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownTouchHereToPlay);
|
|
touchHereSprite.addEventListener(MouseEvent.MOUSE_OUT, outTouchHereToPlay);
|
|
}
|
|
|
|
return 1.0;
|
|
#end
|
|
|
|
default:
|
|
// Do nothing.
|
|
}
|
|
|
|
return 0.0;
|
|
}
|
|
|
|
#if FEATURE_TOUCH_HERE_TO_PLAY
|
|
function overTouchHereToPlay(e:MouseEvent):Void
|
|
{
|
|
scaleAndCenter(touchHereToPlay, ratio * 1.1 * 0.5);
|
|
}
|
|
|
|
function outTouchHereToPlay(e:MouseEvent):Void
|
|
{
|
|
scaleAndCenter(touchHereToPlay, ratio * 0.5);
|
|
}
|
|
|
|
function mouseDownTouchHereToPlay(e:MouseEvent):Void
|
|
{
|
|
touchHereToPlay.y += 10;
|
|
}
|
|
|
|
function onTouchHereToPlay(e:MouseEvent):Void
|
|
{
|
|
scaleAndCenter(touchHereToPlay, ratio * 0.5);
|
|
|
|
removeEventListener(MouseEvent.CLICK, onTouchHereToPlay);
|
|
touchHereSprite.removeEventListener(MouseEvent.MOUSE_OVER, overTouchHereToPlay);
|
|
touchHereSprite.removeEventListener(MouseEvent.MOUSE_OUT, outTouchHereToPlay);
|
|
touchHereSprite.removeEventListener(MouseEvent.MOUSE_DOWN, mouseDownTouchHereToPlay);
|
|
|
|
// This is the actual thing that makes the game load.
|
|
immediatelyStartGame();
|
|
}
|
|
|
|
function scaleAndCenter(bmp:Bitmap, scale:Float)
|
|
{
|
|
bmp.scaleX = bmp.scaleY = scale;
|
|
bmp.x = (this._width - bmp.width) / 2;
|
|
bmp.y = (this._height - bmp.height) / 2;
|
|
}
|
|
#end
|
|
|
|
public static final TOTAL_STEPS:Int = 11;
|
|
static final ELLIPSIS_TIME:Float = 0.5;
|
|
|
|
function updateGraphics(percent:Float, elapsed:Float):Void
|
|
{
|
|
// Render display (including transition out)
|
|
if (completeTime > 0.0)
|
|
{
|
|
var elapsedFinished:Float = renderDisplayFadeOut(elapsed);
|
|
if (elapsedFinished > FADE_TIME)
|
|
{
|
|
#if FEATURE_TOUCH_HERE_TO_PLAY
|
|
// The display has faded out, but we're not quite done yet.
|
|
// In order to prevent autoplay issues, we need the user to click after the loading finishes.
|
|
currentState = FunkinPreloaderState.TouchHereToPlay;
|
|
#else
|
|
immediatelyStartGame();
|
|
#end
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Render progress bar
|
|
var piecesToRender:Int = Std.int(percent * progressBarPieces.length);
|
|
|
|
for (i => piece in progressBarPieces)
|
|
piece.alpha = i <= piecesToRender ? 0.9 : 0.1;
|
|
}
|
|
|
|
// Cycle ellipsis count to show loading
|
|
var ellipsisCount:Int = Std.int(elapsed / ELLIPSIS_TIME) % 3 + 1;
|
|
var ellipsis:String = '';
|
|
for (_ in 0...ellipsisCount)
|
|
ellipsis += '.';
|
|
|
|
// Render status text
|
|
updateProgressLeftText(currentState.getProgressLeftText(TOTAL_STEPS, ellipsis));
|
|
|
|
// Render percent text
|
|
var percentage:Int = Math.floor(percent * 100);
|
|
progressRightText.text = '$percentage%';
|
|
|
|
if (currentState.getProgressLeftText() != null) trace('Preloader state: ' + currentState + ' (' + percentage + '%, ' + elapsed + 's)');
|
|
|
|
super.update(percent);
|
|
}
|
|
|
|
function updateProgressLeftText(text:Null<String>):Void
|
|
{
|
|
if (progressLeftText == null) return;
|
|
|
|
if (text == null) progressLeftText.alpha = 0.0;
|
|
else if (progressLeftText.text != text)
|
|
{
|
|
// We have to keep updating the text format, because the font can take a frame or two to load.
|
|
progressLeftText.defaultTextFormat = new TextFormat("DS-Digital", 32, Constants.COLOR_PRELOADER_BAR, true);
|
|
progressLeftText.defaultTextFormat.align = TextFormatAlign.LEFT;
|
|
progressLeftText.text = text;
|
|
|
|
dspText.defaultTextFormat = new TextFormat("Quantico", 20, 0x000000, false);
|
|
dspText.text = 'DSP'; // fukin dum....
|
|
dspText.textColor = 0x000000;
|
|
|
|
fnfText.defaultTextFormat = new TextFormat("Quantico", 20, 0x000000, false);
|
|
fnfText.text = 'FNF';
|
|
fnfText.textColor = 0x000000;
|
|
|
|
enhancedText.defaultTextFormat = new TextFormat("Inconsolata Black", 16, Constants.COLOR_PRELOADER_BAR, false);
|
|
enhancedText.text = 'ENHANCED';
|
|
enhancedText.textColor = Constants.COLOR_PRELOADER_BAR;
|
|
|
|
stereoText.defaultTextFormat = new TextFormat("Inconsolata Bold", 36, Constants.COLOR_PRELOADER_BAR, false);
|
|
stereoText.text = 'NATURAL STEREO';
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Whether or not we are in flipped landscape device rotation,
|
|
* generally for mobile to accomodate the device notch!
|
|
* @return Bool
|
|
*/
|
|
function isLandscapeFlipped():Bool
|
|
{
|
|
return lime.system.System.getDisplayOrientation(0) == DISPLAY_ORIENTATION_LANDSCAPE_FLIPPED;
|
|
}
|
|
|
|
function immediatelyStartGame():Void
|
|
{
|
|
_loaded = true;
|
|
}
|
|
|
|
/**
|
|
* Fade out the VFD display pieces.
|
|
* @param elapsed Elapsed time since the preloader started.
|
|
* @return Elapsed time since the preloader pieces started fading out.
|
|
*/
|
|
function renderDisplayFadeOut(elapsed:Float):Float
|
|
{
|
|
// Fade-out takes FADE_TIME seconds.
|
|
var elapsedFinished:Float = elapsed - completeTime;
|
|
var alphaToFade:Float = 1.0 - MathUtil.easeInOutCirc(elapsedFinished / FADE_TIME);
|
|
|
|
// Fade out progress bar too.
|
|
progressLeftText.alpha = alphaToFade;
|
|
progressRightText.alpha = alphaToFade;
|
|
rTextGroup.alpha = alphaToFade;
|
|
progressLines.alpha = alphaToFade;
|
|
|
|
for (piece in progressBarPieces)
|
|
piece.alpha = alphaToFade;
|
|
|
|
return elapsedFinished;
|
|
}
|
|
|
|
override function destroy():Void
|
|
{
|
|
// Ensure the graphics are properly destroyed and GC'd.
|
|
super.destroy();
|
|
}
|
|
|
|
override function onLoaded():Void
|
|
{
|
|
super.onLoaded();
|
|
// We're not ACTUALLY finished.
|
|
// This function gets called when the DownloadingAssets step is done.
|
|
// We need to wait for the other steps, then the display to fade out.
|
|
_loaded = false;
|
|
downloadingAssetsComplete = true;
|
|
}
|
|
}
|
|
|
|
enum abstract FunkinPreloaderState(String) to String
|
|
{
|
|
/**
|
|
* The state before downloading has begun.
|
|
* Moves to either `DownloadingAssets` or `CachingGraphics` based on platform.
|
|
*/
|
|
var NotStarted;
|
|
|
|
/**
|
|
* Downloading assets.
|
|
* On HTML5, Lime will do this for us, before calling `onLoaded`.
|
|
* On Native, this step will be completed immediately, and we'll go straight to `CachingGraphics`.
|
|
*/
|
|
var DownloadingAssets;
|
|
|
|
/**
|
|
* Preloading play assets.
|
|
* Loads the `manifest.json` for the `gameplay` library.
|
|
* If we make the base preloader do this, it will download all the assets as well,
|
|
* so we have to do it ourselves.
|
|
*/
|
|
var PreloadingPlayAssets;
|
|
|
|
/**
|
|
* Loading FireTongue, loading Polymod, parsing and instantiating module scripts.
|
|
*/
|
|
var InitializingScripts;
|
|
|
|
/**
|
|
* Loading all graphics from the `core` library to the cache.
|
|
*/
|
|
var CachingGraphics;
|
|
|
|
/**
|
|
* Loading all audio from the `core` library to the cache.
|
|
*/
|
|
var CachingAudio;
|
|
|
|
/**
|
|
* Loading all data files from the `core` library to the cache.
|
|
*/
|
|
var CachingData;
|
|
|
|
/**
|
|
* Parsing all XML files from the `core` library into FlxFramesCollections and caching them.
|
|
*/
|
|
var ParsingSpritesheets;
|
|
|
|
/**
|
|
* Parsing stage data and scripts.
|
|
*/
|
|
var ParsingStages;
|
|
|
|
/**
|
|
* Parsing character data and scripts.
|
|
*/
|
|
var ParsingCharacters;
|
|
|
|
/**
|
|
* Parsing song data and scripts.
|
|
*/
|
|
var ParsingSongs;
|
|
|
|
/**
|
|
* Finishing up.
|
|
*/
|
|
var Complete;
|
|
|
|
#if FEATURE_TOUCH_HERE_TO_PLAY
|
|
/**
|
|
* Touch Here to Play is displayed.
|
|
*/
|
|
var TouchHereToPlay;
|
|
#end
|
|
|
|
/**
|
|
* Formats the status text for progress bar display.
|
|
* @param steps The total number of steps. Defaults to `FunkinPreloader.TOTAL_STEPS`.
|
|
* @param suffix What to append to the end of the text, usually those dynamic ellipsis. Defaults to an empty string.
|
|
* @return String 'Loading \n0/$steps $suffix' for example
|
|
*/
|
|
public function getProgressLeftText(?steps:Int, ?suffix:String):String
|
|
{
|
|
steps = steps ?? FunkinPreloader.TOTAL_STEPS;
|
|
suffix = suffix ?? '';
|
|
switch (this)
|
|
{
|
|
case NotStarted:
|
|
return 'Loading \n0/$steps $suffix';
|
|
case DownloadingAssets:
|
|
return 'Downloading assets \n1/$steps $suffix';
|
|
case PreloadingPlayAssets:
|
|
return 'Preloading assets \n2/$steps $suffix';
|
|
case InitializingScripts:
|
|
return 'Initializing scripts \n3/$steps $suffix';
|
|
case CachingGraphics:
|
|
return 'Caching graphics \n4/$steps $suffix';
|
|
case CachingAudio:
|
|
return 'Caching audio \n5/$steps $suffix';
|
|
case CachingData:
|
|
return 'Caching data \n6/$steps $suffix';
|
|
case ParsingSpritesheets:
|
|
return 'Parsing spritesheets \n7/$steps $suffix';
|
|
case ParsingStages:
|
|
return 'Parsing stages \n8/$steps $suffix';
|
|
case ParsingCharacters:
|
|
return 'Parsing characters \n9/$steps $suffix';
|
|
case ParsingSongs:
|
|
return 'Parsing songs \n10/$steps $suffix';
|
|
case Complete:
|
|
return 'Finishing up \n$steps/$steps $suffix';
|
|
#if FEATURE_TOUCH_HERE_TO_PLAY
|
|
case TouchHereToPlay:
|
|
return null; // return null here to hide the text
|
|
#end
|
|
default:
|
|
return null;
|
|
}
|
|
}
|
|
}
|