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Funkin/source/funkin/InitState.hx

586 lines
18 KiB
Haxe

package funkin;
import flixel.addons.transition.FlxTransitionableState;
import flixel.addons.transition.FlxTransitionSprite.GraphicTransTileDiamond;
import flixel.addons.transition.TransitionData;
import flixel.FlxSprite;
import flixel.FlxState;
import flixel.graphics.FlxGraphic;
import flixel.math.FlxPoint;
import flixel.math.FlxRect;
import flixel.system.debug.log.LogStyle;
import flixel.util.FlxColor;
import funkin.graphics.FunkinSprite;
import funkin.data.dialogue.ConversationRegistry;
import funkin.data.dialogue.DialogueBoxRegistry;
import funkin.data.dialogue.SpeakerRegistry;
import funkin.data.freeplay.album.AlbumRegistry;
import funkin.data.freeplay.player.PlayerRegistry;
import funkin.data.freeplay.style.FreeplayStyleRegistry;
import funkin.data.notestyle.NoteStyleRegistry;
import funkin.data.song.SongRegistry;
import funkin.data.stickers.StickerRegistry;
import funkin.data.event.SongEventRegistry;
import funkin.data.stage.StageRegistry;
import funkin.data.story.level.LevelRegistry;
import funkin.modding.module.ModuleHandler;
import funkin.play.character.CharacterData.CharacterDataParser;
import funkin.play.notes.notekind.NoteKindManager;
import funkin.play.PlayStatePlaylist;
import funkin.ui.debug.charting.ChartEditorState;
import funkin.ui.debug.stageeditor.StageEditorState;
import funkin.ui.title.TitleState;
import funkin.ui.transition.LoadingState;
import funkin.util.CLIUtil;
import funkin.util.CLIUtil.CLIParams;
import funkin.util.macro.MacroUtil;
import funkin.util.TrackerUtil;
import funkin.util.WindowUtil;
import openfl.display.BitmapData;
#if FEATURE_DISCORD_RPC
import funkin.api.discord.DiscordClient;
#end
#if FEATURE_NEWGROUNDS
import funkin.api.newgrounds.NewgroundsClient;
#end
/**
* A core class which performs initialization of the game.
* The initialization state has several functions:
* - Calls code to set up the game, including loading saves and parsing game data.
* - Chooses whether to start via debug or via launching normally.
*
* It should not contain any sprites or rendering.
*/
@:nullSafety
class InitState extends FlxState
{
/**
* Simply states whether the "core stuff" is ready or not.
* This is used to prevent re-initialization of specific core features.
*/
@:noCompletion
static var _coreInitialized:Bool = false;
/**
* Perform a bunch of game setup, then immediately transition to the title screen.
*/
public override function create():Void
{
// Setup a bunch of important Flixel stuff.
setupShit();
// Load player options from save data.
// Flixel has already loaded the save data, so we can just use it.
Preferences.init();
// Load controls from save data.
PlayerSettings.init();
startGame();
}
/**
* Setup a bunch of important Flixel stuff.
*/
function setupShit():Void
{
if (!_coreInitialized)
{
//
// GAME SETUP
//
// Setup window events (like callbacks for onWindowClose) and fullscreen keybind setup
WindowUtil.initWindowEvents();
#if FEATURE_DEBUG_TRACY
funkin.util.WindowUtil.initTracy();
#end
#if FEATURE_HAPTICS
// Setup Haptic feedback
extension.haptics.Haptic.initialize();
#end
#if FEATURE_MOBILE_ADVERTISEMENTS
// Setup Admob
funkin.mobile.util.AdMobUtil.init();
#end
#if FEATURE_MOBILE_IAP
// Setup In-App purchases
funkin.mobile.util.InAppPurchasesUtil.init();
#end
#if FEATURE_MOBILE_IAR
// Setup In-App reviews
funkin.mobile.util.InAppReviewUtil.init();
#end
#if android
// Setup Callback util.
funkin.external.android.CallbackUtil.init();
#end
#if ios
// Setup Audio session
funkin.external.ios.AudioSession.initialize();
#end
// This ain't a pixel art game! (most of the time)
FlxSprite.defaultAntialiasing = true;
// Disable default keybinds for volume (we manually control volume in MusicBeatState with custom binds)
FlxG.sound.volumeUpKeys = [];
FlxG.sound.volumeDownKeys = [];
FlxG.sound.muteKeys = [];
// A small jumpstart to the soundtray, it usually sets itself to inactive (somewhere...)
// but that makes our soundtray not show up on init if we have the game muted.
// We set it to active so it at least calls it's update function once (see FlxGame.onEnterFrame(), it's called there)
// and also see FunkinSoundTray.update() to see what we do and how we check if we are muted or not
#if !mobile
FlxG.game.soundTray.active = true;
#end
// Set the game to a lower frame rate while it is in the background.
FlxG.game.focusLostFramerate = 30;
// Makes Flixel use frame times instead of locked movements per frame for things like tweens
FlxG.fixedTimestep = false;
setupFlixelDebug();
//
// FLIXEL TRANSITIONS
//
// Diamond Transition
var diamond:FlxGraphic = FlxGraphic.fromClass(GraphicTransTileDiamond);
diamond.persist = true;
diamond.destroyOnNoUse = false;
// NOTE: tileData is ignored if TransitionData.type is FADE instead of TILES.
var tileData:TransitionTileData = {asset: diamond, width: 32, height: 32};
FlxTransitionableState.defaultTransIn = new TransitionData(FADE, FlxColor.BLACK, 1, new FlxPoint(0, -1), tileData,
new FlxRect(-200, -200, FlxG.width * 1.4, FlxG.height * 1.4));
FlxTransitionableState.defaultTransOut = new TransitionData(FADE, FlxColor.BLACK, 0.7, new FlxPoint(0, 1), tileData,
new FlxRect(-200, -200, FlxG.width * 1.4, FlxG.height * 1.4));
FlxG.signals.gameResized.add(function(width:Int, height:Int) {
FlxTransitionableState.defaultTransIn = new TransitionData(FADE, FlxColor.BLACK, 1, new FlxPoint(0, -1), tileData,
new FlxRect(-200, -200, FlxG.width * 1.4, FlxG.height * 1.4));
FlxTransitionableState.defaultTransOut = new TransitionData(FADE, FlxColor.BLACK, 0.7, new FlxPoint(0, 1), tileData,
new FlxRect(-200, -200, FlxG.width * 1.4, FlxG.height * 1.4));
});
// SDL for some reason enables VSync on focus lost/gained in Android
// Since we don't really need VSync on Android we're gonna forcefully disable it on these signals for now
// This is fixed on SDL3 from what I've heared but that doodoo isn't working poperly for Android
#if android
FlxG.signals.focusLost.add(function() {
WindowUtil.setVSyncMode(lime.ui.WindowVSyncMode.OFF);
});
FlxG.signals.focusGained.add(function() {
WindowUtil.setVSyncMode(lime.ui.WindowVSyncMode.OFF);
});
#end
//
// NEWGROUNDS API SETUP
//
#if FEATURE_NEWGROUNDS
NewgroundsClient.instance.init();
#end
//
// DISCORD API SETUP
//
#if FEATURE_DISCORD_RPC
DiscordClient.instance.init();
lime.app.Application.current.onExit.add(function(exitCode) {
DiscordClient.instance.shutdown();
});
#end
//
// ANDROID SETUP
//
#if android
FlxG.android.preventDefaultKeys = [flixel.input.android.FlxAndroidKey.BACK];
#end
//
// FLIXEL PLUGINS
//
// Plugins provide a useful interface for globally active Flixel objects,
// that receive update events regardless of the current state.
// TODO: Move scripted Module behavior to a Flixel plugin.
#if FEATURE_DEBUG_FUNCTIONS
funkin.util.plugins.MemoryGCPlugin.initialize();
#end
#if FEATURE_SCREENSHOTS
funkin.util.plugins.ScreenshotPlugin.initialize();
#end
#if FEATURE_NEWGROUNDS
funkin.util.plugins.NewgroundsMedalPlugin.initialize();
#end
funkin.util.plugins.EvacuateDebugPlugin.initialize();
funkin.util.plugins.ForceCrashPlugin.initialize();
funkin.util.plugins.ReloadAssetsDebugPlugin.initialize();
#if !mobile
funkin.util.plugins.VolumePlugin.initialize();
#end
funkin.util.plugins.WatchPlugin.initialize();
#if mobile
funkin.util.plugins.TouchPointerPlugin.initialize();
funkin.mobile.input.ControlsHandler.initInputTrackers();
#end
_coreInitialized = true;
}
//
// GAME DATA PARSING
//
// NOTE: Registries must be imported and not referenced with fully qualified names,
// to ensure build macros work properly.
trace('Parsing game data...');
SongEventRegistry.loadEventCache(); // SongEventRegistry is structured differently so it's not a BaseRegistry.
SongRegistry.instance.loadEntries();
LevelRegistry.instance.loadEntries();
NoteStyleRegistry.instance.loadEntries();
PlayerRegistry.instance.loadEntries();
ConversationRegistry.instance.loadEntries();
DialogueBoxRegistry.instance.loadEntries();
SpeakerRegistry.instance.loadEntries();
FreeplayStyleRegistry.instance.loadEntries();
AlbumRegistry.instance.loadEntries();
StageRegistry.instance.loadEntries();
StickerRegistry.instance.loadEntries();
// TODO: CharacterDataParser doesn't use json2object, so it's way slower than the other parsers and more prone to syntax errors.
// Move it to use a BaseRegistry.
CharacterDataParser.loadCharacterCache();
NoteKindManager.loadScripts();
ModuleHandler.buildModuleCallbacks();
ModuleHandler.loadModuleCache();
ModuleHandler.callOnCreate();
funkin.input.Cursor.hide();
#if !html5
// This fucking breaks on HTML5 builds because the "shared" library isn't loaded yet.
funkin.FunkinMemory.initialCache();
#end
}
/**
* Start the game.
*
* By default, moves to the `TitleState`.
* But based on compile defines, the game can start immediately on a specific song,
* or immediately in a specific debug menu.
*/
function startGame():Void
{
// Don't play transition in when entering the title state.
FlxTransitionableState.skipNextTransIn = true;
#if SONG
// -DSONG=bopeebo
startSong(defineSong(), defineDifficulty());
#elseif LEVEL
// -DLEVEL=week1 -DDIFFICULTY=hard
startLevel(defineLevel(), defineDifficulty());
#elseif FREEPLAY
// -DFREEPLAY
FlxG.switchState(() -> new funkin.ui.freeplay.FreeplayState());
#elseif DIALOGUE
// -DDIALOGUE
FlxG.switchState(() -> new funkin.ui.debug.dialogue.ConversationDebugState());
#elseif ANIMATE
// -DANIMATE
FlxG.switchState(() -> new funkin.ui.debug.anim.FlxAnimateTest());
#elseif WAVEFORM
// -DWAVEFORM
FlxG.switchState(() -> new funkin.ui.debug.WaveformTestState());
#elseif CHARTING
// -DCHARTING
FlxG.switchState(() -> new funkin.ui.debug.charting.ChartEditorState());
#elseif STAGING
// -DSTAGING
FlxG.switchState(() -> new funkin.ui.debug.stageeditor.StageEditorState());
#elseif STAGEBUILD
// -DSTAGEBUILD
FlxG.switchState(() -> new funkin.ui.debug.stage.StageBuilderState());
#elseif RESULTS
// -DRESULTS
FlxG.switchState(() -> new funkin.play.ResultState(
{
storyMode: true,
title: "Cum Song Erect by Kawai Sprite",
songId: "cum",
characterId: "pico",
difficultyId: "hard",
isNewHighscore: true,
scoreData:
{
score: 1_234_567,
tallies:
{
sick: 130,
good: 60,
bad: 69,
shit: 69,
missed: 69,
combo: 69,
maxCombo: 69,
totalNotesHit: 140,
totalNotes: 240
}
// 2400 total notes = 7% = LOSS
// 275 total notes = 69% = NICE
// 240 total notes = 79% = GOOD
// 230 total notes = 82% = GREAT
// 210 total notes = 91% = EXCELLENT
// 190 total notes = PERFECT
},
}));
#elseif ANIMDEBUG
// -DANIMDEBUG
FlxG.switchState(() -> new funkin.ui.debug.anim.DebugBoundingState());
#elseif LATENCY
// -DLATENCY
FlxG.switchState(() -> new funkin.LatencyState());
#else
startGameNormally();
#end
}
/**
* Start the game by moving to the title state and play the game as normal.
*/
function startGameNormally():Void
{
var params:CLIParams = CLIUtil.processArgs();
trace('Command line args: ${params}');
if (params.chart.shouldLoadChart)
{
FlxG.switchState(() -> new ChartEditorState(
{
fnfcTargetPath: params.chart.chartPath,
}));
}
else if (params.stage.shouldLoadStage)
{
FlxG.switchState(() -> new StageEditorState(
{
fnfsTargetPath: params.stage.stagePath,
}));
}
else
{
// FlxG.sound.cache(Paths.music('freakyMenu/freakyMenu'));
FlxG.switchState(() -> new TitleState());
}
}
/**
* Start the game by directly loading into a specific song.
* @param songId
* @param difficultyId
*/
function startSong(songId:String, difficultyId:String = 'normal'):Void
{
var songData:Null<funkin.play.song.Song> = funkin.data.song.SongRegistry.instance.fetchEntry(songId, {variation: Constants.DEFAULT_VARIATION});
if (songData == null)
{
startGameNormally();
return;
}
// TODO: Rework loading behavior so we don't have to do this.
switch (songId)
{
case 'tutorial' | 'bopeebo' | 'fresh' | 'dadbattle':
Paths.setCurrentLevel('week1');
PlayStatePlaylist.campaignId = 'week1';
case 'spookeez' | 'south' | 'monster':
Paths.setCurrentLevel('week2');
PlayStatePlaylist.campaignId = 'week2';
case 'pico' | 'philly-nice' | 'blammed':
Paths.setCurrentLevel('week3');
PlayStatePlaylist.campaignId = 'week3';
case 'high' | 'satin-panties' | 'milf':
Paths.setCurrentLevel('week4');
PlayStatePlaylist.campaignId = 'week4';
case 'cocoa' | 'eggnog' | 'winter-horrorland':
Paths.setCurrentLevel('week5');
PlayStatePlaylist.campaignId = 'week5';
case 'senpai' | 'roses' | 'thorns':
Paths.setCurrentLevel('week6');
PlayStatePlaylist.campaignId = 'week6';
case 'ugh' | 'guns' | 'stress':
Paths.setCurrentLevel('week7');
PlayStatePlaylist.campaignId = 'week7';
case 'darnell' | 'lit-up' | '2hot' | 'blazin':
Paths.setCurrentLevel('weekend1');
PlayStatePlaylist.campaignId = 'weekend1';
}
@:nullSafety(Off) // Cannot unify?
LoadingState.loadPlayState(
{
targetSong: songData,
targetDifficulty: difficultyId,
});
}
/**
* Start the game by directly loading into a specific story mode level.
* @param levelId
* @param difficultyId
*/
function startLevel(levelId:String, difficultyId:String = 'normal'):Void
{
var currentLevel:Null<funkin.ui.story.Level> = funkin.data.story.level.LevelRegistry.instance.fetchEntry(levelId);
if (currentLevel == null)
{
startGameNormally();
return;
}
// TODO: Rework loading behavior so we don't have to do this.
Paths.setCurrentLevel(levelId);
PlayStatePlaylist.campaignId = levelId;
PlayStatePlaylist.playlistSongIds = currentLevel.getSongs();
PlayStatePlaylist.isStoryMode = true;
PlayStatePlaylist.campaignScore = 0;
var targetSongId:Null<String> = PlayStatePlaylist.playlistSongIds.shift();
var targetSong:Null<funkin.play.song.Song> = null;
if (targetSongId != null) targetSong = SongRegistry.instance.fetchEntry(targetSongId, {variation: Constants.DEFAULT_VARIATION});
if (targetSongId == null)
{
startGameNormally();
return;
}
@:nullSafety(Off)
LoadingState.loadPlayState(
{
targetSong: targetSong,
targetDifficulty: difficultyId,
});
}
@:nullSafety(Off) // Meh, remove when flixel.system.debug.log.LogStyle is null safe
function setupFlixelDebug():Void
{
//
// FLIXEL DEBUG SETUP
//
#if FEATURE_DEBUG_FUNCTIONS
trace('Initializing Flixel debugger...');
#if !debug
// Make errors less annoying on release builds.
LogStyle.ERROR.openConsole = false;
LogStyle.ERROR.errorSound = null;
#end
// Make errors and warnings less annoying.
LogStyle.WARNING.openConsole = false;
LogStyle.WARNING.errorSound = null;
// Disable using ~ to open the console (we use that for the Editor menu)
FlxG.debugger.toggleKeys = [F2];
TrackerUtil.initTrackers();
// Adds an additional Close Debugger button.
// This big obnoxious white button is for MOBILE, so that you can press it
// easily with your finger when debug bullshit pops up during testing lol!
FlxG.debugger.addButton(LEFT, new BitmapData(200, 200), function() {
FlxG.debugger.visible = false;
// Make errors and warnings less annoying.
// Forcing this always since I have never been happy to have the debugger to pop up
LogStyle.ERROR.openConsole = false;
LogStyle.ERROR.errorSound = null;
LogStyle.WARNING.openConsole = false;
LogStyle.WARNING.errorSound = null;
});
// Adds a red button to the debugger.
// This pauses the game AND the music! This ensures the Conductor stops.
FlxG.debugger.addButton(CENTER, new BitmapData(20, 20, true, 0xFFCC2233), function() {
if (FlxG.vcr.paused)
{
FlxG.vcr.resume();
for (snd in FlxG.sound.list)
{
snd.resume();
}
FlxG.sound.music.resume();
}
else
{
FlxG.vcr.pause();
for (snd in FlxG.sound.list)
{
snd.pause();
}
FlxG.sound.music.pause();
}
});
// Adds a blue button to the debugger.
// This skips forward in the song.
FlxG.debugger.addButton(CENTER, new BitmapData(20, 20, true, 0xFF2222CC), function() {
FlxG.game.debugger.vcr.onStep();
for (snd in FlxG.sound.list)
{
snd.pause();
snd.time += FlxG.elapsed * 1000;
}
FlxG.sound.music.pause();
FlxG.sound.music.time += FlxG.elapsed * 1000;
});
#end
}
function defineSong():Null<String>
{
return MacroUtil.getDefine('SONG');
}
function defineLevel():Null<String>
{
return MacroUtil.getDefine('LEVEL');
}
function defineDifficulty():Null<String>
{
return MacroUtil.getDefine('DIFFICULTY');
}
}