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Funkin/source/funkin/play/PlayState.hx
2025-08-21 23:14:09 +03:00

3898 lines
117 KiB
Haxe

package funkin.play;
import funkin.play.PauseSubState.PauseMode;
import flixel.addons.transition.FlxTransitionableState;
import flixel.addons.transition.Transition;
import funkin.ui.FullScreenScaleMode;
import flixel.FlxCamera;
import flixel.FlxObject;
import flixel.FlxSubState;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.sound.FlxSound;
import flixel.text.FlxText;
import flixel.tweens.FlxTween;
import flixel.tweens.FlxEase;
import flixel.ui.FlxBar;
import flixel.util.FlxColor;
import flixel.util.FlxStringUtil;
import flixel.util.FlxTimer;
import funkin.audio.FunkinSound;
import funkin.audio.VoicesGroup;
import funkin.data.dialogue.ConversationRegistry;
import funkin.data.event.SongEventRegistry;
import funkin.data.notestyle.NoteStyleRegistry;
import funkin.data.song.SongData.SongCharacterData;
import funkin.data.song.SongData.SongEventData;
import funkin.data.song.SongData.SongNoteData;
import funkin.data.song.SongRegistry;
import funkin.data.stage.StageRegistry;
import funkin.graphics.FunkinCamera;
import funkin.graphics.FunkinSprite;
import funkin.Highscore.Tallies;
import funkin.input.PreciseInputManager;
import funkin.modding.events.ScriptEvent;
import funkin.api.newgrounds.Events;
import funkin.modding.events.ScriptEventDispatcher;
import funkin.play.character.BaseCharacter;
import funkin.play.character.CharacterData.CharacterDataParser;
import funkin.play.components.HealthIcon;
import funkin.play.components.PopUpStuff;
import funkin.play.cutscene.dialogue.Conversation;
import funkin.play.cutscene.VanillaCutscenes;
import funkin.play.cutscene.VideoCutscene;
import funkin.play.notes.NoteDirection;
import funkin.play.notes.notekind.NoteKindManager;
import funkin.play.notes.notekind.NoteKind;
import funkin.play.notes.NoteSprite;
import funkin.play.notes.notestyle.NoteStyle;
import funkin.play.notes.Strumline;
import funkin.play.notes.SustainTrail;
import funkin.play.notes.NoteVibrationsHandler;
import funkin.play.scoring.Scoring;
import funkin.play.song.Song;
import funkin.play.stage.Stage;
import funkin.save.Save;
import funkin.ui.debug.charting.ChartEditorState;
import funkin.ui.debug.stage.StageOffsetSubState;
import funkin.ui.mainmenu.MainMenuState;
import funkin.ui.MusicBeatSubState;
import funkin.ui.transition.LoadingState;
import funkin.util.SerializerUtil;
import funkin.util.HapticUtil;
import funkin.util.GRhythmUtil;
import haxe.Int64;
#if mobile
import funkin.util.TouchUtil;
import funkin.mobile.ui.FunkinHitbox;
import funkin.mobile.input.ControlsHandler;
import funkin.mobile.ui.FunkinHitbox.FunkinHitboxControlSchemes;
#if FEATURE_MOBILE_ADVERTISEMENTS
import funkin.mobile.util.AdMobUtil;
#end
#end
#if FEATURE_DISCORD_RPC
import funkin.api.discord.DiscordClient;
#end
#if FEATURE_NEWGROUNDS
import funkin.api.newgrounds.Medals;
import funkin.api.newgrounds.Leaderboards;
#end
/**
* Parameters used to initialize the PlayState.
*/
typedef PlayStateParams =
{
/**
* The song to play.
*/
targetSong:Song,
/**
* The difficulty to play the song on.
* @default `Constants.DEFAULT_DIFFICULTY`
*/
?targetDifficulty:String,
/**
* The variation to play on.
* @default `Constants.DEFAULT_VARIATION`
*/
?targetVariation:String,
/**
* The instrumental to play with.
* Significant if the `targetSong` supports alternate instrumentals.
* @default `null`
*/
?targetInstrumental:String,
/**
* Whether the song should start in Practice Mode.
* @default `false`
*/
?practiceMode:Bool,
/**
* Whether the song should start in Bot Play Mode.
* @default `false`
*/
?botPlayMode:Bool,
/**
* Whether the song should be in minimal mode.
* @default `false`
*/
?minimalMode:Bool,
/**
* If specified, the game will jump to the specified timestamp after the countdown ends.
* @default `0.0`
*/
?startTimestamp:Float,
/**
* If specified, the game will play the song with the given speed.
* @default `1.0` for 100% speed.
*/
?playbackRate:Float,
/**
* If specified, the game will not load the instrumental or vocal tracks,
* and must be loaded externally.
*/
?overrideMusic:Bool,
/**
* The initial camera follow point.
* Used to persist the position of the `cameraFollowPosition` between levels.
*/
?cameraFollowPoint:FlxPoint,
}
/**
* The gameplay state, where all the rhythm gaming happens.
* SubState so it can be loaded as a child of the chart editor.
*/
@:nullSafety
class PlayState extends MusicBeatSubState
{
/**
* STATIC VARIABLES
* Static variables should be used for information that must be persisted between states or between resets,
* such as the active song or song playlist.
*/
/**
* The currently active PlayState.
* There should be only one PlayState in existance at a time, we can use a singleton.
*/
public static var instance:Null<PlayState>;
/**
* This sucks. We need this because FlxG.resetState(); assumes the constructor has no arguments.
* @see https://github.com/HaxeFlixel/flixel/issues/2541
*/
static var lastParams:Null<PlayStateParams>;
/**
* PUBLIC INSTANCE VARIABLES
* Public instance variables should be used for information that must be reset or dereferenced
* every time the state is changed, but may need to be accessed externally.
*/
/**
* The currently selected stage.
*/
public var currentSong:Song;
/**
* The currently selected difficulty.
*/
public var currentDifficulty:String = Constants.DEFAULT_DIFFICULTY;
/**
* The currently selected variation.
*/
public var currentVariation:String = Constants.DEFAULT_VARIATION;
/**
* The currently selected instrumental ID.
* @default `''`
*/
public var currentInstrumental:String = '';
/**
* The currently active Stage. This is the object containing all the props.
*/
public var currentStage:Null<Stage> = null;
/**
* Gets set to true when the PlayState needs to reset (player opted to restart or died).
* Gets disabled once resetting happens.
*/
public var needsReset:Bool = false;
/**
* A timer that gets active once resetting happens. Used to vwoosh in notes.
*/
public var vwooshTimer:FlxTimer = new FlxTimer();
/**
* The current 'Blueball Counter' to display in the pause menu.
* Resets when you beat a song or go back to the main menu.
*/
public var deathCounter:Int = 0;
/**
* The player's current health.
*/
public var health:Float = Constants.HEALTH_STARTING;
/**
* The player's current score.
* TODO: Move this to its own class.
*/
public var songScore:Int = 0;
/**
* Start at this point in the song once the countdown is done.
* For example, if `startTimestamp` is `30000`, the song will start at the 30 second mark.
* Used for chart playtesting or practice.
*/
public var startTimestamp:Float = 0.0;
/**
* Play back the song at this speed.
* @default `1.0` for normal speed.
*/
public var playbackRate:Float = 1.0;
/**
* An empty FlxObject contained in the scene.
* The current gameplay camera will always follow this object. Tween its position to move the camera smoothly.
*
* It needs to be an object in the scene for the camera to be configured to follow it.
* We optionally make this a sprite so we can draw a debug graphic with it.
*/
public var cameraFollowPoint:FlxObject;
/**
* An FlxTween that tweens the camera to the follow point.
* Only used when tweening the camera manually, rather than tweening via follow.
*/
public var cameraFollowTween:Null<FlxTween>;
/**
* An FlxTween that zooms the camera to the desired amount.
*/
public var cameraZoomTween:Null<FlxTween>;
/**
* An FlxTween that changes the additive speed to the desired amount.
*/
public var scrollSpeedTweens:Array<FlxTween> = [];
/**
* The camera follow point from the last stage.
* Used to persist the position of the `cameraFollowPosition` between levels.
*/
public var previousCameraFollowPoint:Null<FlxPoint>;
/**
* The current camera zoom level without any modifiers applied.
*/
public var currentCameraZoom:Float = FlxCamera.defaultZoom;
/**
* Multiplier for currentCameraZoom for camera bops.
* Lerped back to 1.0x every frame.
*/
public var cameraBopMultiplier:Float = 1.0;
/**
* Default camera zoom for the current stage.
* If we aren't in a stage, just use the default zoom (1.05x).
*/
public var stageZoom(get, never):Float;
function get_stageZoom():Float
{
if (currentStage != null) return currentStage.camZoom;
else
return FlxCamera.defaultZoom * 1.05;
}
/**
* The current HUD camera zoom level.
*
* The camera zoom is increased every beat, and lerped back to this value every frame, creating a smooth 'zoom-in' effect.
*/
public var defaultHUDCameraZoom:Float = FlxCamera.defaultZoom * 1.0;
/**
* Camera bop intensity multiplier.
* Applied to cameraBopMultiplier on camera bops (usually every beat).
* @default `101.5%`
*/
public var cameraBopIntensity:Float = Constants.DEFAULT_BOP_INTENSITY;
/**
* Intensity of the HUD camera zoom.
* Need to make this a multiplier later. Just shoving in 0.015 for now so it doesn't break.
* @default `3.0%`
*/
public var hudCameraZoomIntensity:Float = 0.015 * 2.0;
/**
* How many beats (quarter notes) between camera zooms.
* @default One camera zoom per measure (four beats).
*/
public var cameraZoomRate:Int = Constants.DEFAULT_ZOOM_RATE;
/**
* How many beats (quarter notes) the zoom rate is offset.
* For if you want the zoom to happen off-beat.
* @default Zero beats (on-beat).
*/
public var cameraZoomRateOffset:Int = Constants.DEFAULT_ZOOM_OFFSET;
/**
* Whether the game is currently in the countdown before the song resumes.
*/
public var isInCountdown:Bool = false;
/**
* Whether the game is currently in Practice Mode.
* If true, player will not gain or lose score from notes.
*/
public var isPracticeMode:Bool = false;
/**
* Whether the game is currently in Bot Play Mode.
* If true, player will not gain or lose score from notes.
*/
public var isBotPlayMode:Bool = false;
/**
* Whether the player has dropped below zero health,
* and we are just waiting for an animation to play out before transitioning.
*/
public var isPlayerDying:Bool = false;
/**
* In Minimal Mode, the stage and characters are not loaded and a standard background is used.
*/
public var isMinimalMode:Bool = false;
/**
* Whether the game is currently in an animated cutscene, and gameplay should be stopped.
*/
public var isInCutscene:Bool = false;
/**
* Whether the inputs should be disabled for whatever reason...
* Used after the song ends, and in the Stage Editor.
*/
public var disableKeys:Bool = false;
/**
* The previous difficulty the player was playing on.
*/
public var previousDifficulty:String = Constants.DEFAULT_DIFFICULTY;
public var isSubState(get, never):Bool;
function get_isSubState():Bool
{
return this._parentState != null;
}
public var isChartingMode(get, never):Bool;
function get_isChartingMode():Bool
{
return this._parentState != null && Std.isOfType(this._parentState, ChartEditorState);
}
/**
* The current dialogue.
*/
public var currentConversation:Null<Conversation>;
/**
* Key press inputs which have been received but not yet processed.
* These are encoded with an OS timestamp, so we can account for input latency.
**/
var inputPressQueue:Array<PreciseInputEvent> = [];
/**
* Key release inputs which have been received but not yet processed.
* These are encoded with an OS timestamp, so we can account for input latency.
**/
var inputReleaseQueue:Array<PreciseInputEvent> = [];
/**
* If we just unpaused the game, we shouldn't be able to pause again for one frame.
*/
var justUnpaused:Bool = false;
/**
* The current note style used by the song.
*/
var noteStyle:NoteStyle;
/**
* PRIVATE INSTANCE VARIABLES
* Private instance variables should be used for information that must be reset or dereferenced
* every time the state is reset, but should not be accessed externally.
*/
/**
* The Array containing the upcoming song events.
* The `update()` function regularly shifts these out to trigger events.
*/
var songEvents:Array<SongEventData> = [];
/**
* If true, the player is allowed to pause the game.
* Disabled during the ending of a song.
*/
var mayPauseGame:Bool = true;
/**
* The displayed value of the player's health.
* Used to provide smooth animations based on linear interpolation of the player's health.
*/
var healthLerp:Float = Constants.HEALTH_STARTING;
/**
* How long the user has held the "Skip Video Cutscene" button for.
*/
var skipHeldTimer:Float = 0;
/**
* Whether the PlayState was started with instrumentals and vocals already provided.
* Used by the chart editor to prevent replacing the music.
*/
var overrideMusic:Bool = false;
/**
* Forcibly disables all update logic while the game moves back to the Menu state.
* This is used only when a critical error occurs and the game absolutely cannot continue.
*/
var criticalFailure:Bool = false;
/**
* False as long as the countdown has not finished yet.
*/
var startingSong:Bool = false;
/**
* Track if we currently have the music paused for a Pause substate, so we can unpause it when we return.
*/
var musicPausedBySubState:Bool = false;
/**
* Track any camera tweens we've paused for a Pause substate, so we can unpause them when we return.
*/
var cameraTweensPausedBySubState:List<FlxTween> = new List<FlxTween>();
/**
* Track any sounds we've paused for a Pause substate, so we can unpause them when we return.
*/
var soundsPausedBySubState:List<FlxSound> = new List<FlxSound>();
/**
* False until `create()` has completed.
*/
var initialized:Bool = false;
/**
* A group of audio tracks, used to play the song's vocals.
*/
public var vocals:Null<VoicesGroup>;
#if FEATURE_DISCORD_RPC
// Discord RPC variables
var discordRPCAlbum:String = '';
var discordRPCIcon:String = '';
#end
/**
* RENDER OBJECTS
*/
/**
* The FlxText which displays the current score.
*/
var scoreText:FlxText;
/**
* The bar which displays the player's health.
* Dynamically updated based on the value of `healthLerp` (which is based on `health`).
*/
public var healthBar:FlxBar;
/**
* The background image used for the health bar.
* Emma says the image is slightly skewed so I'm leaving it as an image instead of a `createGraphic`.
*/
public var healthBarBG:FunkinSprite;
/**
* The health icon representing the player.
*/
public var iconP1:Null<HealthIcon>;
/**
* The health icon representing the opponent.
*/
public var iconP2:Null<HealthIcon>;
/**
* The sprite group containing active player's strumline notes.
*/
public var playerStrumline:Strumline;
/**
* The sprite group containing opponent's strumline notes.
*/
public var opponentStrumline:Strumline;
/**
* The camera which contains, and controls visibility of, the user interface elements.
*/
public var camHUD:FlxCamera;
/**
* The camera which contains, and controls visibility of, the stage and characters.
*/
public var camGame:FlxCamera;
/**
* Simple helper debug variable, to be able to move the camera around for debug purposes
* without worrying about the camera tweening back to the follow point.
*/
public var debugUnbindCameraZoom:Bool = false;
/**
* The camera which contains, and controls visibility of, a video cutscene, dialogue, pause menu and sticker transition.
*/
public var camCutscene:FlxCamera;
/**
* The camera which contains, and controls visibility of menus when there are fake cutouts added.
*/
public var camCutouts:FlxCamera;
/**
* The combo popups. Includes the real-time combo counter and the rating.
*/
public var comboPopUps:PopUpStuff;
public var isSongEnd:Bool = false;
#if mobile
/**
* The pause button for the game, only appears in Mobile targets.
*/
var pauseButton:FunkinSprite;
/**
* The pause circle for the game, only appears in Mobile targets.
*/
var pauseCircle:FunkinSprite;
#end
/**
* PROPERTIES
*/
/**
* If a substate is rendering over the PlayState, it is paused and normal update logic is skipped.
* Examples include:
* - The Pause screen is open.
* - The Game Over screen is open.
* - The Chart Editor screen is open.
*/
var isGamePaused(get, never):Bool;
function get_isGamePaused():Bool
{
// Note: If there is a substate which requires the game to act unpaused,
// this should be changed to include something like `&& Std.isOfType()`
return this.subState != null;
}
var isExitingViaPauseMenu(get, never):Bool;
function get_isExitingViaPauseMenu():Bool
{
if (this.subState == null) return false;
if (!Std.isOfType(this.subState, PauseSubState)) return false;
var pauseSubState:PauseSubState = cast this.subState;
return !pauseSubState.allowInput;
}
/**
* Data for the current difficulty for the current song.
* Includes chart data, scroll speed, and other information.
*/
public var currentChart(get, never):Null<SongDifficulty>;
function get_currentChart():Null<SongDifficulty>
{
if (currentSong == null || currentDifficulty == null) return null;
return currentSong.getDifficulty(currentDifficulty, currentVariation);
}
/**
* The internal ID of the currently active Stage.
* Used to retrieve the data required to build the `currentStage`.
*/
public var currentStageId(get, never):String;
function get_currentStageId():String
{
var stage:String = currentChart?.stage ?? '';
return stage == '' ? Constants.DEFAULT_STAGE : stage;
}
/**
* The length of the current song, in milliseconds.
*/
var currentSongLengthMs(get, never):Float;
function get_currentSongLengthMs():Float
{
return FlxG.sound.music?.length ?? 0;
}
/**
* The threshold for resyncing the song.
* If the vocals deviate from the instrumental by more than this amount, then `resyncVocals()` will be called.
*/
static final RESYNC_THRESHOLD:Float = 40;
/**
* The threshold for how much the conductor lerp can drift from the music.
* If the conductor song position deviate from the music by more than this amount, then a normal conductor update is triggered.
*/
static final CONDUCTOR_DRIFT_THRESHOLD:Float = 65;
/**
* The ratio for easing the song positon for smoother notes scrolling.
*/
static final MUSIC_EASE_RATIO:Float = 42;
// TODO: Refactor or document
var generatedMusic:Bool = false;
var skipEndingTransition:Bool = false;
static final BACKGROUND_COLOR:FlxColor = FlxColor.BLACK;
/**
* Instantiate a new PlayState.
* @param params The parameters used to initialize the PlayState.
* Includes information about what song to play and more.
*/
public function new(?params:PlayStateParams)
{
super();
// Validate parameters.
var params:PlayStateParams = params ??
{
trace('WARNING: PlayState constructor called with no parameters. Reusing previous parameters.');
lastParams ?? throw 'PlayState constructor called with no available parameters.';
}
lastParams = params;
// Apply parameters.
currentSong = params.targetSong ?? throw "targetSong should not be null";
if (params.targetDifficulty != null) currentDifficulty = params.targetDifficulty;
previousDifficulty = currentDifficulty;
if (params.targetVariation != null) currentVariation = params.targetVariation;
if (params.targetInstrumental != null) currentInstrumental = params.targetInstrumental;
isPracticeMode = params.practiceMode ?? false;
isBotPlayMode = params.botPlayMode ?? false;
isMinimalMode = params.minimalMode ?? false;
startTimestamp = params.startTimestamp ?? 0.0;
playbackRate = params.playbackRate ?? 1.0;
overrideMusic = params.overrideMusic ?? false;
previousCameraFollowPoint = params.cameraFollowPoint;
// Basic object initialization
// TODO: Add something to toggle this on!
if (false)
{
// Displays the camera follow point as a sprite for debug purposes.
var cameraFollowPoint = new FunkinSprite(0, 0);
cameraFollowPoint.makeSolidColor(8, 8, 0xFF00FF00);
cameraFollowPoint.visible = false;
cameraFollowPoint.zIndex = 1000000;
this.cameraFollowPoint = cameraFollowPoint;
}
else
{
// Camera follow point is an invisible point in space.
cameraFollowPoint = new FlxObject(0, 0);
}
// Cameras
camGame = new FunkinCamera('playStateCamGame');
camHUD = new FlxCamera();
camCutscene = new FlxCamera();
camCutouts = new FlxCamera();
var currentChart = currentSong.getDifficulty(currentDifficulty, currentVariation);
var noteStyleId:Null<String> = currentChart?.noteStyle;
var nulNoteStyle:Null<NoteStyle> = NoteStyleRegistry.instance.fetchEntry(noteStyleId ?? Constants.DEFAULT_NOTE_STYLE);
if (nulNoteStyle == null) throw "Failed to retrieve both note style and default note style. This shouldn't happen!";
noteStyle = nulNoteStyle;
// Strumlines
playerStrumline = new Strumline(noteStyle, !isBotPlayMode, currentChart?.scrollSpeed);
opponentStrumline = new Strumline(noteStyle, false, currentChart?.scrollSpeed);
// Healthbar
healthBarBG = FunkinSprite.create(0, 0, 'healthBar');
healthBar = new FlxBar(0, 0, RIGHT_TO_LEFT, Std.int(healthBarBG.width - 8), Std.int(healthBarBG.height - 8), null, 0, 2);
scoreText = new FlxText(0, 0, 0, '', 20);
// Combo & Pop Up
comboPopUps = new PopUpStuff(noteStyle);
// Pause sprites
#if mobile
pauseButton = FunkinSprite.createSparrow(0, 0, "pauseButton");
pauseCircle = FunkinSprite.create(0, 0, 'pauseCircle');
#end
// Don't do anything else here! Wait until create() when we attach to the camera.
}
/**
* Called when the PlayState is switched to.
*/
@:nullSafety(Off)
public override function create():Void
{
if (instance != null)
{
// TODO: Do something in this case? IDK.
trace('WARNING: PlayState instance already exists. This should not happen.');
}
instance = this;
#if !mobile
// TODO: Figure out how to do the flair for charting mode!! I can't figure it out for the love of god. -Zack
if (!isChartingMode) FlxG.autoPause = false;
#end
if (!assertChartExists()) return;
#if mobile
// Force allowScreenTimeout to be disabled
lime.system.System.allowScreenTimeout = false;
#end
// This state receives update() even when a substate is active.
this.persistentUpdate = true;
// This state receives draw calls even when a substate is active.
this.persistentDraw = true;
// Stop any pre-existing music.
if (!overrideMusic)
{
if (FlxG.sound.music != null) FlxG.sound.music.stop();
// Prepare the current song's instrumental and vocals to be played.
currentChart.cacheInst(currentInstrumental);
currentChart.cacheVocals();
}
// Prepare the Conductor.
Conductor.instance.forceBPM(null);
if (currentChart.offsets != null)
{
Conductor.instance.instrumentalOffset = currentChart.offsets.getInstrumentalOffset(currentInstrumental);
}
Conductor.instance.mapTimeChanges(currentChart.timeChanges);
var pre:Float = (Conductor.instance.beatLengthMs * -5) + startTimestamp;
trace('Attempting to start at ' + pre);
Conductor.instance.update(pre);
// The song is now loaded. We can continue to initialize the play state.
initCameras();
initHealthBar();
if (!isMinimalMode)
{
initStage();
initCharacters();
}
else
{
initMinimalMode();
}
initStrumlines();
initPopups();
#if mobile
if (!ControlsHandler.usingExternalInputDevice)
{
// Initialize the hitbox for mobile controls
addHitbox(false);
if (hitbox != null)
{
hitbox.isPixel = currentChart.noteStyle == "pixel";
if (Preferences.controlsScheme == FunkinHitboxControlSchemes.Arrows)
{
for (direction in Strumline.DIRECTIONS)
{
hitbox.getFirstHintByDirection(direction).follow(playerStrumline.getByDirection(direction));
}
}
}
}
else
{
// The camera is still needed for the pause button!
camControls = new FunkinCamera('camControls');
FlxG.cameras.add(camControls, false);
camControls.bgColor = 0x0;
}
#end
#if FEATURE_DISCORD_RPC
// Initialize Discord Rich Presence.
initDiscord();
#end
// Read the song's note data and pass it to the strumlines.
generateSong();
// Reset the camera's zoom and force it to focus on the camera follow point.
resetCamera();
initPreciseInputs();
FlxG.worldBounds.set(0, 0, FlxG.width, FlxG.height);
// The song is loaded and in the process of starting.
// This gets set back to false when the chart actually starts.
startingSong = true;
// TODO: We hardcoded the transition into Winter Horrorland. Do this with a ScriptedSong instead.
if ((currentSong.id ?? '').toLowerCase() == 'winter-horrorland')
{
// VanillaCutscenes will call startCountdown later.
VanillaCutscenes.playHorrorStartCutscene();
}
else
{
// Call a script event to start the countdown.
// Songs with cutscenes should call event.cancel().
// As long as they call `PlayState.instance.startCountdown()` later, the countdown will start.
startCountdown();
}
// Create the pause button.
#if mobile
initPauseSprites();
#end
// Do this last to prevent beatHit from being called before create() is done.
super.create();
leftWatermarkText.cameras = [camHUD];
rightWatermarkText.cameras = [camHUD];
// Initialize some debug stuff.
#if FEATURE_DEBUG_FUNCTIONS
// Display the version number (and git commit hash) in the bottom right corner.
this.rightWatermarkText.text = Constants.VERSION;
FlxG.console.registerObject('playState', this);
#end
initialized = true;
// This step ensures z-indexes are applied properly,
// and it's important to call it last so all elements get affected.
refresh();
}
public function togglePauseButton(visible:Bool = false):Void
{
#if mobile
pauseCircle.alpha = visible ? 0.1 : 0;
pauseButton.alpha = visible ? 1 : 0;
#end
}
function assertChartExists():Bool
{
// Returns null if the song failed to load or doesn't have the selected difficulty.
if (currentSong == null || currentChart == null || currentChart?.notes == null)
{
// We have encountered a critical error. Prevent Flixel from trying to run any gameplay logic.
criticalFailure = true;
// Choose an error message.
var message:String = 'There was a critical error. Click OK to return to the main menu.';
if (currentSong == null)
{
message = 'There was a critical error loading this song\'s chart. Click OK to return to the main menu.';
}
else if (currentDifficulty == null)
{
message = 'There was a critical error selecting a difficulty for this song. Click OK to return to the main menu.';
}
else if (currentChart == null)
{
message = 'There was a critical error retrieving data for this song on "$currentDifficulty" difficulty with variation "$currentVariation". Click OK to return to the main menu.';
}
else if (currentChart?.notes == null)
{
message = 'There was a critical error retrieving note data for this song on "$currentDifficulty" difficulty with variation "$currentVariation". Click OK to return to the main menu.';
}
// Display a popup. This blocks the application until the user clicks OK.
funkin.util.WindowUtil.showError('Error loading PlayState', message);
// Force the user back to the main menu.
if (isSubState)
{
this.close();
}
else
{
if (currentStage != null) this.remove(currentStage);
FlxG.switchState(() -> new MainMenuState());
}
return false;
}
return true;
}
public override function update(elapsed:Float):Void
{
if (criticalFailure) return;
super.update(elapsed);
updateHealthBar();
updateScoreText();
// Handle restarting the song when needed (player death or pressing Retry)
if (needsReset)
{
if (!assertChartExists()) return;
prevScrollTargets = [];
var retryEvent = new SongRetryEvent(currentDifficulty);
previousDifficulty = currentDifficulty;
dispatchEvent(retryEvent);
resetCamera();
var fromDeathState = isPlayerDying;
persistentUpdate = true;
persistentDraw = true;
startingSong = true;
isPlayerDying = false;
// Reset music properly.
if (FlxG.sound.music != null)
{
FlxG.sound.music.pause();
FlxG.sound.music.time = startTimestamp;
FlxG.sound.music.pitch = playbackRate;
}
if (!overrideMusic && vocals != null)
{
// Stop the vocals if they already exist.
vocals.stop();
vocals = currentChart?.buildVocals(currentInstrumental);
if (vocals?.members?.length == 0)
{
trace('WARNING: No vocals found for this song.');
}
}
if (FlxG.sound.music != null) FlxG.sound.music.volume = 1;
if (vocals != null)
{
vocals.pause();
vocals.time = startTimestamp - Conductor.instance.instrumentalOffset;
vocals.volume = 1;
vocals.playerVolume = 1;
vocals.opponentVolume = 1;
}
currentStage?.resetStage();
if (!fromDeathState)
{
playerStrumline.vwooshNotes();
opponentStrumline.vwooshNotes();
}
playerStrumline.clean();
opponentStrumline.clean();
// Delete all notes and reset the arrays.
regenNoteData();
// Reset camera zooming
cameraBopIntensity = Constants.DEFAULT_BOP_INTENSITY;
hudCameraZoomIntensity = (cameraBopIntensity - 1.0) * 2.0;
cameraZoomRate = Constants.DEFAULT_ZOOM_RATE;
health = Constants.HEALTH_STARTING;
songScore = 0;
Highscore.tallies.combo = 0;
// so the song doesn't start too early :D
var vwooshDelay:Float = 0.5;
Conductor.instance.update(-vwooshDelay * 1000 + startTimestamp + Conductor.instance.beatLengthMs * -5);
// timer for vwoosh
vwooshTimer.start(vwooshDelay, function(_) {
if (playerStrumline.notes.length == 0) playerStrumline.updateNotes();
if (opponentStrumline.notes.length == 0) opponentStrumline.updateNotes();
playerStrumline.vwooshInNotes();
opponentStrumline.vwooshInNotes();
Countdown.performCountdown();
});
// Stops any existing countdown.
Countdown.stopCountdown();
// Reset the health icons.
currentStage?.getBoyfriend()?.initHealthIcon(false);
currentStage?.getDad()?.initHealthIcon(true);
needsReset = false;
}
// Update the conductor.
if (startingSong)
{
if (isInCountdown)
{
// Do NOT apply offsets at this point, because they already got applied the previous frame!
Conductor.instance.update(Conductor.instance.songPosition + elapsed * 1000, false);
if (Conductor.instance.songPosition >= (startTimestamp + Conductor.instance.combinedOffset))
{
trace("started song at " + Conductor.instance.songPosition);
startSong();
}
}
}
else
{
if (Constants.EXT_SOUND == 'mp3')
{
Conductor.instance.formatOffset = Constants.MP3_DELAY_MS;
}
else
{
Conductor.instance.formatOffset = 0.0;
}
// Lime has some precision loss when getting the sound current position
// Since the notes scrolling is dependant on the sound time that caused it to appear "stuttery" for some people
// As a workaround for that, we lerp the conductor position to the music time to fill the gap in this lost precision making the scrolling smoother
// The previous method where it "guessed" the song position based on the elapsed time had some flaws
// Somtimes the songPosition would exceed the music length causing issues in other places
// And it was frame dependant which we don't like!!
if (FlxG.sound.music.playing)
{
final audioDiff:Float = Math.round(Math.abs(FlxG.sound.music.time - (Conductor.instance.songPosition - Conductor.instance.combinedOffset)));
if (audioDiff <= CONDUCTOR_DRIFT_THRESHOLD)
{
// Only do neat & smooth lerps as long as the lerp doesn't fuck up and go WAY behind the music time triggering false resyncs
final easeRatio:Float = 1.0 - Math.exp(-(MUSIC_EASE_RATIO * playbackRate) * elapsed);
Conductor.instance.update(FlxMath.lerp(Conductor.instance.songPosition, FlxG.sound.music.time + Conductor.instance.combinedOffset, easeRatio), false);
}
else
{
// Fallback to properly update the conductor incase the lerp messed up
// Shouldn't be fallen back to unless you're lagging alot
trace('[WARNING] Normal Conductor Update!! are you lagging?');
Conductor.instance.update();
}
}
}
var pauseButtonCheck:Bool = false;
var androidPause:Bool = false;
// So the player wouldn't miss when pressing the pause utton
#if mobile
pauseButtonCheck = TouchUtil.pressAction(pauseButton);
#end
#if android
androidPause = FlxG.android.justReleased.BACK;
#end
// Attempt to pause the game.
if ((controls.PAUSE || androidPause || pauseButtonCheck)) pause();
#if mobile
if (justUnpaused)
{
// pauseButton.alpha = 1;
// pauseCircle.alpha = 0.1;
FlxTween.cancelTweensOf(pauseButton);
FlxTween.cancelTweensOf(pauseCircle);
FlxTween.tween(pauseButton, {alpha: 1}, 0.25, {ease: FlxEase.quartOut});
FlxTween.tween(pauseCircle, {alpha: 0.1}, 0.25, {ease: FlxEase.quartOut});
if (!startingSong && hitbox != null) hitbox.visible = true;
}
#end
// Cap health.
if (health > Constants.HEALTH_MAX) health = Constants.HEALTH_MAX;
if (health < Constants.HEALTH_MIN) health = Constants.HEALTH_MIN;
// Apply camera zoom + multipliers.
if (subState == null && cameraZoomRate > 0.0) // && !isInCutscene)
{
cameraBopMultiplier = FlxMath.lerp(1.0, cameraBopMultiplier, 0.95); // Lerp bop multiplier back to 1.0x
var zoomPlusBop = currentCameraZoom * cameraBopMultiplier; // Apply camera bop multiplier.
if (!debugUnbindCameraZoom) FlxG.camera.zoom = zoomPlusBop; // Actually apply the zoom to the camera.
camHUD.zoom = FlxMath.lerp(defaultHUDCameraZoom, camHUD.zoom, 0.95);
}
if (currentStage != null && currentStage.getBoyfriend() != null)
{
FlxG.watch.addQuick('bfAnim', currentStage.getBoyfriend().getCurrentAnimation());
}
FlxG.watch.addQuick('health', health);
FlxG.watch.addQuick('cameraBopIntensity', cameraBopIntensity);
// TODO: Add a song event for Handle GF dance speed.
// Handle player death.
if (!isInCutscene && !disableKeys)
{
// RESET = Quick Game Over Screen
if (controls.RESET)
{
health = Constants.HEALTH_MIN;
trace('RESET = True');
}
#if CAN_CHEAT // brandon's a pussy
if (controls.CHEAT)
{
health += 0.25 * Constants.HEALTH_MAX; // +25% health.
trace('User is cheating!');
}
#end
if (health <= Constants.HEALTH_MIN && !isPracticeMode && !isPlayerDying)
{
vocals?.pause();
if (FlxG.sound.music != null) FlxG.sound.music.pause();
deathCounter += 1;
#if FEATURE_NEWGROUNDS
Events.logFailSong(currentSong.id, currentVariation);
#end
dispatchEvent(new ScriptEvent(GAME_OVER));
// Disable updates, preventing animations in the background from playing.
persistentUpdate = false;
#if FEATURE_DEBUG_FUNCTIONS
if (FlxG.keys.pressed.THREE)
{
// TODO: Change the key or delete this?
// In debug builds, pressing 3 to kill the player makes the background transparent.
persistentDraw = true;
}
else
{
#end
persistentDraw = false;
#if FEATURE_DEBUG_FUNCTIONS
}
#end
isPlayerDying = true;
#if FEATURE_MOBILE_ADVERTISEMENTS
if (AdMobUtil.PLAYING_COUNTER < AdMobUtil.MAX_BEFORE_AD) AdMobUtil.PLAYING_COUNTER++;
#end
var deathPreTransitionDelay = currentStage?.getBoyfriend()?.getDeathPreTransitionDelay() ?? 0.0;
if (deathPreTransitionDelay > 0)
{
new FlxTimer().start(deathPreTransitionDelay, function(_) {
moveToGameOver();
});
}
else
{
// Transition immediately.
moveToGameOver();
}
#if FEATURE_DISCORD_RPC
DiscordClient.instance.setPresence(
{
details: 'Game Over - ${buildDiscordRPCDetails()}',
state: buildDiscordRPCState(),
largeImageKey: discordRPCAlbum,
smallImageKey: discordRPCIcon
});
#end
}
else if (isPlayerDying)
{
// Wait up.
}
}
processSongEvents();
// Handle keybinds.
processInputQueue();
if (!isInCutscene && !disableKeys) debugKeyShit();
if (isInCutscene && !disableKeys) handleCutsceneKeys(elapsed);
// Moving notes into position is now done by Strumline.update().
if (!isInCutscene) processNotes(elapsed);
#if mobile
if ((VideoCutscene.isPlaying() || isInCutscene) && !pauseButton.visible) pauseButton.visible = true;
pauseCircle.visible = pauseButton.visible;
#end
justUnpaused = false;
#if !mobile
if (Preferences.autoPause) FlxG.autoPause = !mayPauseGame;
#end
}
function pause(mode:PauseMode = Standard):Void
{
if (!mayPauseGame || justUnpaused || isGamePaused || isPlayerDying) return;
switch (mode)
{
case Conversation:
preparePauseUI();
openPauseSubState(Conversation, FullScreenScaleMode.hasFakeCutouts ? camCutouts : camCutscene, () -> currentConversation?.pauseMusic());
case Cutscene:
preparePauseUI();
openPauseSubState(Cutscene, FullScreenScaleMode.hasFakeCutouts ? camCutouts : camCutscene, () -> VideoCutscene.pauseVideo());
default: // also known as standard
if (!isInCountdown || isInCutscene) return;
Countdown.pauseCountdown();
preparePauseUI();
final event = new PauseScriptEvent(FlxG.random.bool(1 / 1000 * 100));
dispatchEvent(event);
if (!event.eventCanceled)
{
persistentUpdate = false;
persistentDraw = true;
if (!isSubState && event.gitaroo)
{
if (currentStage != null) this.remove(currentStage);
FlxG.switchState(() -> new GitarooPause(lastParams));
}
else
{
var boyfriendPos:FlxPoint = new FlxPoint(0, 0);
// Prevent the game from crashing if Boyfriend isn't present.
if (currentStage != null && currentStage.getBoyfriend() != null)
{
boyfriendPos = currentStage.getBoyfriend().getScreenPosition();
}
openPauseSubState(isChartingMode ? Charting : Standard, camCutscene);
}
#if FEATURE_DISCORD_RPC
DiscordClient.instance.setPresence(
{
details: 'Paused - ${buildDiscordRPCDetails()}',
state: buildDiscordRPCState(),
largeImageKey: discordRPCAlbum,
smallImageKey: discordRPCIcon
});
#end
}
}
}
function preparePauseUI():Void
{
#if mobile
FlxTween.cancelTweensOf(pauseButton);
FlxTween.cancelTweensOf(pauseCircle);
pauseButton.alpha = 0;
pauseCircle.alpha = 0;
if (hitbox != null) hitbox.visible = false;
#end
}
function openPauseSubState(mode:PauseMode, cam:FlxCamera, ?onPause:Void->Void):Void
{
final pauseSubState = new PauseSubState({mode: mode}, onPause);
FlxTransitionableState.skipNextTransIn = true;
FlxTransitionableState.skipNextTransOut = true;
pauseSubState.camera = cam;
persistentUpdate = false;
openSubState(pauseSubState);
}
function moveToGameOver():Void
{
// Reset and update a bunch of values in advance for the transition back from the game over substate.
playerStrumline.clean();
opponentStrumline.clean();
vwooshTimer.cancel();
songScore = 0;
updateScoreText();
health = Constants.HEALTH_STARTING;
healthLerp = health;
healthBar.value = healthLerp;
if (!isMinimalMode)
{
iconP1?.updatePosition();
iconP2?.updatePosition();
}
// Transition to the game over substate.
var gameOverSubState = new GameOverSubState(
{
isChartingMode: isChartingMode,
transparent: persistentDraw
});
FlxTransitionableState.skipNextTransIn = true;
FlxTransitionableState.skipNextTransOut = true;
openSubState(gameOverSubState);
}
function processSongEvents():Void
{
// Query and activate song events.
// TODO: Check that these work appropriately even when songPosition is less than 0, to play events during countdown.
if (songEvents.length > 0)
{
var songEventsToActivate:Array<SongEventData> = SongEventRegistry.queryEvents(songEvents, Conductor.instance.songPosition);
if (songEventsToActivate.length > 0)
{
trace('Found ${songEventsToActivate.length} event(s) to activate.');
for (event in songEventsToActivate)
{
// If an event is trying to play, but it's over 1 second old, skip it.
var eventAge:Float = Conductor.instance.songPosition - event.time;
if (eventAge > 1000)
{
event.activated = true;
continue;
};
var eventEvent:SongEventScriptEvent = new SongEventScriptEvent(event);
dispatchEvent(eventEvent);
// Calling event.cancelEvent() skips the event. Neat!
if (!eventEvent.eventCanceled)
{
SongEventRegistry.handleEvent(event);
}
}
}
}
}
public override function dispatchEvent(event:ScriptEvent):Void
{
// ORDER: Module, Stage, Character, Song, Conversation, Note
// Modules should get the first chance to cancel the event.
// super.dispatchEvent(event) dispatches event to module scripts.
super.dispatchEvent(event);
// Dispatch event to note kind scripts
NoteKindManager.callEvent(event);
// Dispatch event to stage script.
ScriptEventDispatcher.callEvent(currentStage, event);
// Dispatch event to character script(s).
if (currentStage != null) currentStage.dispatchToCharacters(event);
// Dispatch event to song script.
ScriptEventDispatcher.callEvent(currentSong, event);
// Dispatch event to conversation script.
ScriptEventDispatcher.callEvent(currentConversation, event);
}
/**
* Function called before opening a new substate.
* @param subState The substate to open.
*/
public override function openSubState(subState:FlxSubState):Void
{
// If there is a substate which requires the game to continue,
// then make this a condition.
var shouldPause:Bool = (Std.isOfType(subState, PauseSubState) || Std.isOfType(subState, GameOverSubState));
if (shouldPause)
{
// Pause the music.
if (FlxG.sound.music != null)
{
if (FlxG.sound.music.playing)
{
FlxG.sound.music.pause();
musicPausedBySubState = true;
}
// Pause any sounds that are playing and keep track of them.
// Vocals are also paused here but are not included as they are handled separately.
if (Std.isOfType(subState, PauseSubState))
{
FlxG.sound.list.forEachAlive(function(sound:FlxSound) {
if (!sound.active || sound == FlxG.sound.music) return;
// In case it's a scheduled sound
if (Std.isOfType(sound, FunkinSound))
{
var funkinSound:FunkinSound = cast sound;
if (funkinSound != null && !funkinSound.isPlaying) return;
}
if (!sound.playing && sound.time >= 0) return;
sound.pause();
soundsPausedBySubState.add(sound);
});
vocals?.forEach(function(voice:FunkinSound) {
soundsPausedBySubState.remove(voice);
});
}
else
{
vocals?.pause();
}
}
if (!vwooshTimer.finished) vwooshTimer.active = false;
// Pause camera tweening, and keep track of which tweens we pause.
if (cameraFollowTween != null && cameraFollowTween.active)
{
cameraFollowTween.active = false;
cameraTweensPausedBySubState.add(cameraFollowTween);
}
if (cameraZoomTween != null && cameraZoomTween.active)
{
cameraZoomTween.active = false;
cameraTweensPausedBySubState.add(cameraZoomTween);
}
// Pause camera follow
FlxG.camera.followLerp = 0;
for (tween in scrollSpeedTweens)
{
if (tween != null && tween.active)
{
tween.active = false;
cameraTweensPausedBySubState.add(tween);
}
}
}
super.openSubState(subState);
}
/**
* Function called before closing the current substate.
* @param subState
*/
public override function closeSubState():Void
{
if (Std.isOfType(subState, PauseSubState))
{
var event:ScriptEvent = new ScriptEvent(RESUME, true);
dispatchEvent(event);
if (event.eventCanceled) return;
// Resume vwooshTimer
if (!vwooshTimer.finished) vwooshTimer.active = true;
// Resume music if we paused it.
if (musicPausedBySubState)
{
FlxG.sound.music.play();
musicPausedBySubState = false;
}
// The logic here is that if this sound doesn't auto-destroy
// then it's gonna be reused somewhere, so we just stop it instead.
forEachPausedSound(s -> needsReset ? (s.autoDestroy ? s.destroy() : s.stop()) : s.resume());
// Resume camera tweens if we paused any.
for (camTween in cameraTweensPausedBySubState)
{
camTween.active = true;
}
cameraTweensPausedBySubState.clear();
// Resume camera follow
FlxG.camera.followLerp = Constants.DEFAULT_CAMERA_FOLLOW_RATE;
if (currentConversation != null)
{
currentConversation.resumeMusic();
}
// Re-sync vocals.
if (FlxG.sound.music != null && !startingSong && !isInCutscene) resyncVocals();
// Resume the countdown.
Countdown.resumeCountdown();
#if FEATURE_DISCORD_RPC
if (Conductor.instance.songPosition > 0)
{
// DiscordClient.changePresence(detailsText, '${currentChart.songName} ($discordRPCDifficulty)', discordRPCIcon, true,
// currentSongLengthMs - Conductor.instance.songPosition);
DiscordClient.instance.setPresence(
{
state: buildDiscordRPCState(),
details: buildDiscordRPCDetails(),
largeImageKey: discordRPCAlbum,
smallImageKey: discordRPCIcon
});
}
else
{
DiscordClient.instance.setPresence(
{
state: buildDiscordRPCState(),
details: buildDiscordRPCDetails(),
largeImageKey: discordRPCAlbum,
smallImageKey: discordRPCIcon
});
}
#end
justUnpaused = true;
}
else if (Std.isOfType(subState, Transition))
{
// Do nothing.
}
super.closeSubState();
}
/**
* Function called when the game window gains focus.
*/
public override function onFocus():Void
{
if (VideoCutscene.isPlaying() && Preferences.autoPause && isGamePaused) VideoCutscene.pauseVideo();
#if html5
else if (Preferences.autoPause) VideoCutscene.resumeVideo();
#end
#if FEATURE_DISCORD_RPC
if (health > Constants.HEALTH_MIN && !isGamePaused && Preferences.autoPause)
{
if (Conductor.instance.songPosition > 0.0)
{
DiscordClient.instance.setPresence(
{
state: buildDiscordRPCState(),
details: buildDiscordRPCDetails(),
largeImageKey: discordRPCAlbum,
smallImageKey: discordRPCIcon
});
}
else
{
DiscordClient.instance.setPresence(
{
state: buildDiscordRPCState(),
details: buildDiscordRPCDetails(),
largeImageKey: discordRPCAlbum,
smallImageKey: discordRPCIcon
});
// DiscordClient.changePresence(detailsText, '${currentChart.songName} ($discordRPCDifficulty)', discordRPCIcon, true,
// currentSongLengthMs - Conductor.instance.songPosition);
}
}
#end
super.onFocus();
}
/**
* Function called when the game window loses focus.
*/
public override function onFocusLost():Void
{
#if html5
if (Preferences.autoPause) VideoCutscene.pauseVideo();
#end
#if FEATURE_DISCORD_RPC
if (health > Constants.HEALTH_MIN && !isGamePaused && Preferences.autoPause)
{
DiscordClient.instance.setPresence(
{
state: buildDiscordRPCState(),
details: buildDiscordRPCDetails(),
largeImageKey: discordRPCAlbum,
smallImageKey: discordRPCIcon
});
}
#end
// if else if else if else if else if else AAAAAAAAAAAAAAAAAAAAAAA
if (!isGamePaused && Preferences.autoPause)
{
if (currentConversation != null)
{
pause(Conversation);
}
else if (VideoCutscene.isPlaying())
{
pause(Cutscene);
}
else
{
pause();
}
}
super.onFocusLost();
}
/**
* Call this by pressing F5 on a debug build.
*/
override function reloadAssets():Void
{
performCleanup();
// `performCleanup()` clears the static reference to this state
// scripts might still need it, so we set it back to `this`
instance = this;
funkin.modding.PolymodHandler.forceReloadAssets();
if (lastParams == null)
{
throw "No lastParams to refer to";
}
lastParams.targetSong = SongRegistry.instance.fetchEntry(currentSong.id,
{variation: currentVariation}) ?? throw "Could not load current song from ID. This shouldn't happen!";
LoadingState.loadPlayState(lastParams);
}
override function stepHit():Bool
{
if (criticalFailure || !initialized) return false;
// super.stepHit() returns false if a module cancelled the event.
if (!super.stepHit()) return false;
if (isGamePaused) return false;
iconP1?.onStepHit(Std.int(Conductor.instance.currentStep));
iconP2?.onStepHit(Std.int(Conductor.instance.currentStep));
// Try to call hold note haptics each step hit. Works if atleast one note status is NoteStatus.isHoldNotePressed.
playerStrumline.noteVibrations.tryHoldNoteVibration();
return true;
}
override function beatHit():Bool
{
if (criticalFailure || !initialized) return false;
// super.beatHit() returns false if a module cancelled the event.
if (!super.beatHit()) return false;
if (isGamePaused) return false;
if (generatedMusic)
{
// TODO: Sort more efficiently, or less often, to improve performance.
// activeNotes.sort(SortUtil.byStrumtime, FlxSort.DESCENDING);
}
if (FlxG.sound.music != null)
{
var correctSync:Float = Math.min(FlxG.sound.music.length, Math.max(0, Conductor.instance.songPosition - Conductor.instance.combinedOffset));
var playerVoicesError:Float = 0;
var opponentVoicesError:Float = 0;
if (vocals != null && vocals.playing)
{
@:nullSafety(Off)
@:privateAccess // todo: maybe make the groups public :thinking:
{
vocals.playerVoices?.forEachAlive(function(voice:FunkinSound) {
var currentRawVoiceTime:Float = voice.time + vocals.playerVoicesOffset;
if (Math.abs(currentRawVoiceTime - correctSync) > Math.abs(playerVoicesError)) playerVoicesError = currentRawVoiceTime - correctSync;
});
vocals.opponentVoices?.forEachAlive(function(voice:FunkinSound) {
var currentRawVoiceTime:Float = voice.time + vocals.opponentVoicesOffset;
if (Math.abs(currentRawVoiceTime - correctSync) > Math.abs(opponentVoicesError)) opponentVoicesError = currentRawVoiceTime - correctSync;
});
}
}
if (!startingSong
&& (Math.abs(FlxG.sound.music.time - correctSync) > RESYNC_THRESHOLD
|| Math.abs(playerVoicesError) > RESYNC_THRESHOLD
|| Math.abs(opponentVoicesError) > RESYNC_THRESHOLD))
{
trace("VOCALS NEED RESYNC");
if (vocals != null)
{
trace(playerVoicesError);
trace(opponentVoicesError);
}
trace(FlxG.sound.music.time);
trace(correctSync);
resyncVocals();
}
}
// Only bop camera if zoom level is below 135%
if (Preferences.zoomCamera
&& FlxG.camera.zoom < (1.35 * FlxCamera.defaultZoom)
&& cameraZoomRate > 0
&& (Conductor.instance.currentBeat + cameraZoomRateOffset) % cameraZoomRate == 0)
{
// Set zoom multiplier for camera bop.
cameraBopMultiplier = cameraBopIntensity;
// HUD camera zoom still uses old system. To change. (+3%)
camHUD.zoom += hudCameraZoomIntensity * defaultHUDCameraZoom;
}
// trace('Not bopping camera: ${FlxG.camera.zoom} < ${(1.35 * defaultCameraZoom)} && ${cameraZoomRate} > 0 && ${Conductor.instance.currentBeat} % ${cameraZoomRate} == ${Conductor.instance.currentBeat % cameraZoomRate}}');
if (playerStrumline != null) playerStrumline.onBeatHit();
if (opponentStrumline != null) opponentStrumline.onBeatHit();
return true;
}
public override function destroy():Void
{
performCleanup();
#if mobile
// Syncing allowScreenTimeout with Preferences option.
lime.system.System.allowScreenTimeout = Preferences.screenTimeout;
#end
#if !mobile
FlxG.autoPause = Preferences.autoPause;
#end
super.destroy();
}
public override function initConsoleHelpers():Void
{
FlxG.console.registerFunction("debugUnbindCameraZoom", () -> {
debugUnbindCameraZoom = !debugUnbindCameraZoom;
});
};
/**
* Initializes the game and HUD cameras.
*/
function initCameras():Void
{
camGame.bgColor = BACKGROUND_COLOR; // Show a pink background behind the stage.
camHUD.bgColor.alpha = 0; // Show the game scene behind the camera.
camCutscene.bgColor.alpha = 0; // Show the game scene behind the camera.
camCutouts.setPosition((FlxG.width - FlxG.initialWidth) / 2, (FlxG.height - FlxG.initialHeight) / 2);
camCutouts.setSize(FlxG.initialWidth, FlxG.initialHeight);
camCutouts.bgColor.alpha = 0; // Show the game scene behind the camera.
FlxG.cameras.reset(camGame);
FlxG.cameras.add(camHUD, false);
FlxG.cameras.add(camCutscene, false);
FlxG.cameras.add(camCutouts, false);
// Configure camera follow point.
if (previousCameraFollowPoint != null)
{
cameraFollowPoint.setPosition(previousCameraFollowPoint.x, previousCameraFollowPoint.y);
previousCameraFollowPoint = null;
}
add(cameraFollowPoint);
}
/**
* Initializes the health bar on the HUD.
*/
function initHealthBar():Void
{
var healthBarYPos:Float = Preferences.downscroll ? FlxG.height * 0.1 : FlxG.height * 0.9;
#if mobile
if (Preferences.controlsScheme == FunkinHitboxControlSchemes.Arrows
&& !ControlsHandler.usingExternalInputDevice) healthBarYPos = FlxG.height * 0.1;
#end
healthBarBG.y = healthBarYPos;
healthBarBG.screenCenter(X);
healthBarBG.scrollFactor.set(0, 0);
healthBarBG.zIndex = 800;
add(healthBarBG);
healthBar.x = healthBarBG.x + 4;
healthBar.y = healthBarBG.y + 4;
healthBar.parent = this;
healthBar.parentVariable = 'healthLerp';
healthBar.scrollFactor.set();
healthBar.createFilledBar(Constants.COLOR_HEALTH_BAR_RED, Constants.COLOR_HEALTH_BAR_GREEN);
healthBar.zIndex = 801;
add(healthBar);
// The score text below the health bar.
scoreText.x = healthBarBG.x + healthBarBG.width - 190;
scoreText.y = healthBarBG.y + 30;
scoreText.setFormat(Paths.font('vcr.ttf'), 16, FlxColor.WHITE, RIGHT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK);
scoreText.scrollFactor.set();
scoreText.zIndex = 802;
add(scoreText);
// Move the health bar to the HUD camera.
healthBar.cameras = [camHUD];
healthBarBG.cameras = [camHUD];
scoreText.cameras = [camHUD];
}
/**
* Generates the stage and all its props.
*/
function initStage():Void
{
loadStage(currentStageId);
}
function initMinimalMode():Void
{
// Create the green background.
var menuBG = FunkinSprite.create('menuDesat');
menuBG.color = 0xFF4CAF50;
menuBG.setGraphicSize(Std.int(menuBG.width * 1.1));
menuBG.updateHitbox();
menuBG.screenCenter();
menuBG.scrollFactor.set(0, 0);
menuBG.zIndex = -1000;
add(menuBG);
}
/**
* Loads stage data from cache, assembles the props,
* and adds it to the state.
* @param id
*/
function loadStage(id:String):Void
{
currentStage = StageRegistry.instance.fetchEntry(id);
if (currentStage != null)
{
currentStage.revive(); // Stages are killed and props destroyed when the PlayState is destroyed to save memory.
// Actually create and position the sprites.
var event:ScriptEvent = new ScriptEvent(CREATE, false);
ScriptEventDispatcher.callEvent(currentStage, event);
resetCameraZoom();
// Add the stage to the scene.
this.add(currentStage);
#if FEATURE_DEBUG_FUNCTIONS
FlxG.console.registerObject('stage', currentStage);
#end
}
else
{
// lolol
funkin.util.WindowUtil.showError('Stage Error', 'Unable to load stage $id, is its data corrupted?.');
}
}
public function resetCameraZoom():Void
{
if (isMinimalMode) return;
// Apply camera zoom level from stage data.
currentCameraZoom = stageZoom;
FlxG.camera.zoom = currentCameraZoom;
// Reset bop multiplier.
cameraBopMultiplier = 1.0;
}
/**
* Generates the character sprites and adds them to the stage.
*/
function initCharacters():Void
{
if (currentSong == null || currentChart == null)
{
throw 'Song difficulty could not be loaded.';
}
var currentCharacterData:Null<SongCharacterData> = currentChart?.characters;
if (currentCharacterData == null)
{
trace('Cannot retrieve character data');
return;
}
// Switch the variation we are playing on by manipulating targetVariation.
//
// GIRLFRIEND
//
var girlfriend:Null<BaseCharacter> = CharacterDataParser.fetchCharacter(currentCharacterData.girlfriend);
if (girlfriend != null)
{
// Don't need to do anything.
}
else if (currentCharacterData.girlfriend != '')
{
trace('WARNING: Could not load girlfriend character with ID ${currentCharacterData.girlfriend}, skipping...');
}
else
{
// Chosen GF was '' so we don't load one.
}
//
// DAD
//
var dad:Null<BaseCharacter> = CharacterDataParser.fetchCharacter(currentCharacterData.opponent);
if (dad != null)
{
//
// OPPONENT HEALTH ICON
//
iconP2 = new HealthIcon('dad', 1);
iconP2.y = healthBar.y - (iconP2.height / 2);
dad.initHealthIcon(true); // Apply the character ID here
iconP2.zIndex = 850;
add(iconP2);
iconP2.cameras = [camHUD];
#if FEATURE_DISCORD_RPC
discordRPCAlbum = 'album-${currentChart?.album}';
discordRPCIcon = 'icon-${currentCharacterData.opponent}';
#end
}
//
// BOYFRIEND
//
var boyfriend:Null<BaseCharacter> = CharacterDataParser.fetchCharacter(currentCharacterData.player);
if (boyfriend != null)
{
//
// PLAYER HEALTH ICON
//
iconP1 = new HealthIcon('bf', 0);
iconP1.y = healthBar.y - (iconP1.height / 2);
boyfriend.initHealthIcon(false); // Apply the character ID here
iconP1.zIndex = 850;
add(iconP1);
iconP1.cameras = [camHUD];
}
//
// ADD CHARACTERS TO SCENE
//
if (currentStage != null)
{
// Characters get added to the stage, not the main scene.
if (girlfriend != null)
{
currentStage.addCharacter(girlfriend, GF);
#if FEATURE_DEBUG_FUNCTIONS
FlxG.console.registerObject('gf', girlfriend);
#end
}
if (boyfriend != null)
{
currentStage.addCharacter(boyfriend, BF);
#if FEATURE_DEBUG_FUNCTIONS
FlxG.console.registerObject('bf', boyfriend);
#end
}
if (dad != null)
{
currentStage.addCharacter(dad, DAD);
// Camera starts at dad.
cameraFollowPoint.setPosition(dad.cameraFocusPoint.x, dad.cameraFocusPoint.y);
#if FEATURE_DEBUG_FUNCTIONS
FlxG.console.registerObject('dad', dad);
#end
}
// Rearrange by z-indexes.
currentStage.refresh();
}
}
/**
* Constructs the strumlines for each player.
*/
function initStrumlines():Void
{
playerStrumline.onNoteIncoming.add(onStrumlineNoteIncoming);
opponentStrumline.onNoteIncoming.add(onStrumlineNoteIncoming);
add(playerStrumline);
add(opponentStrumline);
final cutoutSize = FullScreenScaleMode.gameCutoutSize.x / 2.5;
// Position the player strumline on the right half of the screen
playerStrumline.x = (FlxG.width / 2 + Constants.STRUMLINE_X_OFFSET) + (cutoutSize / 2.0); // Classic style
// playerStrumline.x = FlxG.width - playerStrumline.width - Constants.STRUMLINE_X_OFFSET; // Centered style
playerStrumline.y = Preferences.downscroll ? FlxG.height - playerStrumline.height - Constants.STRUMLINE_Y_OFFSET - noteStyle.getStrumlineOffsets()[1] : Constants.STRUMLINE_Y_OFFSET;
playerStrumline.zIndex = 1001;
playerStrumline.cameras = [camHUD];
// Position the opponent strumline on the left half of the screen
opponentStrumline.x = Constants.STRUMLINE_X_OFFSET + cutoutSize;
opponentStrumline.y = Preferences.downscroll ? FlxG.height - opponentStrumline.height - Constants.STRUMLINE_Y_OFFSET - noteStyle.getStrumlineOffsets()[1] : Constants.STRUMLINE_Y_OFFSET;
opponentStrumline.zIndex = 1000;
opponentStrumline.cameras = [camHUD];
#if mobile
if (Preferences.controlsScheme == FunkinHitboxControlSchemes.Arrows && !ControlsHandler.usingExternalInputDevice)
{
initNoteHitbox();
}
#end
playerStrumline.fadeInArrows();
opponentStrumline.fadeInArrows();
}
/**
* Configures the position of strumline for the default control scheme
*/
#if mobile
function initNoteHitbox()
{
final amplification:Float = (FlxG.width / FlxG.height) / (FlxG.initialWidth / FlxG.initialHeight);
final playerStrumlineScale:Float = ((FlxG.height / FlxG.width) * 1.95) * amplification;
final playerNoteSpacing:Float = ((FlxG.height / FlxG.width) * 2.8) * amplification;
playerStrumline.strumlineScale.set(playerStrumlineScale, playerStrumlineScale);
playerStrumline.setNoteSpacing(playerNoteSpacing);
@:nullSafety(Off) // Who thought it'd be a good idea to make the iterator nullable?
for (strum in playerStrumline)
{
strum.width *= 2;
}
opponentStrumline.enterMiniMode(0.4 * amplification);
playerStrumline.x = (FlxG.width - playerStrumline.width) / 2 + Constants.STRUMLINE_X_OFFSET;
playerStrumline.y = (FlxG.height - playerStrumline.height) * 0.95 - Constants.STRUMLINE_Y_OFFSET;
if (currentChart?.noteStyle != "pixel")
{
#if android playerStrumline.y += 10; #end
}
else
{
playerStrumline.y -= 10;
}
opponentStrumline.y = Constants.STRUMLINE_Y_OFFSET * 0.3;
opponentStrumline.x -= 30;
}
function initPauseSprites()
{
pauseButton.animation.addByIndices('idle', 'back', [0], "", 24, false);
pauseButton.animation.addByIndices('hold', 'back', [5], "", 24, false);
pauseButton.animation.addByIndices('confirm', 'back', [
6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32
], "", 24, false);
pauseButton.scale.set(0.8, 0.8);
pauseButton.updateHitbox();
pauseButton.animation.play("idle");
pauseButton.setPosition((FlxG.width - pauseButton.width) - 35, 35);
@:nullSafety(Off) // AAAAAAA why did camControls have to be nullable AAAAAAAAAA
pauseButton.cameras = [camControls];
pauseCircle.scale.set(0.84, 0.8);
pauseCircle.updateHitbox();
@:nullSafety(Off)
pauseCircle.cameras = [camControls];
pauseCircle.x = ((pauseButton.x + (pauseButton.width / 2)) - (pauseCircle.width / 2));
pauseCircle.y = ((pauseButton.y + (pauseButton.height / 2)) - (pauseCircle.height / 2));
pauseCircle.alpha = 0.1;
add(pauseCircle);
add(pauseButton);
hitbox?.forEachAlive(function(hint:FunkinHint) {
hint.deadZones.push(pauseButton);
});
}
#end
/**
* Configures the judgement and combo popups.
*/
function initPopups():Void
{
// Initialize the judgements and combo meter.
comboPopUps.zIndex = 900;
add(comboPopUps);
comboPopUps.cameras = [camHUD];
}
/**
* Initializes the Discord Rich Presence.
*/
function initDiscord():Void
{
#if FEATURE_DISCORD_RPC
// Determine the details strings once and reuse them.
// Updating Discord Rich Presence.
DiscordClient.instance.setPresence(
{
state: buildDiscordRPCState(),
details: buildDiscordRPCDetails(),
largeImageKey: discordRPCAlbum,
smallImageKey: discordRPCIcon
});
#end
#if FEATURE_DISCORD_RPC
// Updating Discord Rich Presence.
DiscordClient.instance.setPresence(
{
state: buildDiscordRPCState(),
details: buildDiscordRPCDetails(),
largeImageKey: discordRPCAlbum,
smallImageKey: discordRPCIcon
});
#end
}
function buildDiscordRPCDetails():String
{
if (PlayStatePlaylist.isStoryMode)
{
return 'Story Mode: ${PlayStatePlaylist.campaignTitle}';
}
else
{
if (isChartingMode)
{
return 'Chart Editor [Playtest]';
}
else if (isPracticeMode)
{
return 'Freeplay [Practice]';
}
else if (isBotPlayMode)
{
return 'Freeplay [Bot Play]';
}
else
{
return 'Freeplay';
}
}
}
function buildDiscordRPCState():String
{
if (currentChart == null)
{
trace("WARNING: Difficulty data for RPC is null.");
}
var discordRPCDifficulty = PlayState.instance?.currentDifficulty?.replace('-', ' ')?.toTitleCase() ?? '???';
return '${currentChart?.songName ?? '???'} [${discordRPCDifficulty}]';
}
function initPreciseInputs():Void
{
PreciseInputManager.instance.onInputPressed.add(onKeyPress);
PreciseInputManager.instance.onInputReleased.add(onKeyRelease);
}
/**
* Initializes the song (applying the chart, generating the notes, etc.)
* Should be done before the countdown starts.
*/
function generateSong():Void
{
if (currentChart == null)
{
throw 'Song difficulty could not be loaded.';
}
// Conductor.instance.forceBPM(currentChart.getStartingBPM());
if (!overrideMusic)
{
// Stop the vocals if they already exist.
vocals?.stop();
vocals = currentChart?.buildVocals(currentInstrumental);
if (vocals?.members?.length == 0)
{
trace('WARNING: No vocals found for this song.');
}
}
regenNoteData();
var event:ScriptEvent = new ScriptEvent(CREATE, false);
ScriptEventDispatcher.callEvent(currentSong, event);
generatedMusic = true;
}
/**
* Read note data from the chart and generate the notes.
*/
function regenNoteData(startTime:Float = 0):Void
{
if (currentChart == null)
{
trace('Cannot regenerate note data for null chart');
return;
}
Highscore.tallies.combo = 0;
Highscore.tallies = new Tallies();
@:nullSafety(Off)
var event:SongLoadScriptEvent = new SongLoadScriptEvent(currentChart.song.id, currentChart.difficulty, currentChart.notes.copy(), currentChart.getEvents());
dispatchEvent(event);
var builtNoteData = event.notes;
var builtEventData = event.events;
songEvents = builtEventData;
SongEventRegistry.resetEvents(songEvents);
// Reset the notes on each strumline.
var playerNoteData:Array<SongNoteData> = [];
var opponentNoteData:Array<SongNoteData> = [];
for (songNote in builtNoteData)
{
var strumTime:Float = songNote.time;
if (strumTime < startTime) continue; // Skip notes that are before the start time.
var scoreable = true;
if (songNote.kind != null)
{
var noteKind:Null<NoteKind> = NoteKindManager.getNoteKind(songNote.kind ?? '');
if (noteKind != null) scoreable = noteKind.scoreable;
}
var noteData:Int = songNote.getDirection();
var playerNote:Bool = true;
if (noteData > 3) playerNote = false;
switch (songNote.getStrumlineIndex())
{
case 0:
playerNoteData.push(songNote);
// increment totalNotes for total possible notes able to be hit by the player
if (scoreable) Highscore.tallies.totalNotes++;
case 1:
opponentNoteData.push(songNote);
}
}
playerStrumline.applyNoteData(playerNoteData);
opponentStrumline.applyNoteData(opponentNoteData);
}
function onStrumlineNoteIncoming(noteSprite:NoteSprite):Void
{
var event:NoteScriptEvent = new NoteScriptEvent(NOTE_INCOMING, noteSprite, 0, false);
dispatchEvent(event);
}
/**
* Prepares to start the countdown.
* Ends any running cutscenes, creates the strumlines, and starts the countdown.
* This is public so that scripts can call it.
*/
public function startCountdown():Void
{
// If Countdown.performCountdown returns false, then the countdown was canceled by a script.
var result:Bool = Countdown.performCountdown();
if (!result) return;
isInCutscene = false;
// TODO: Maybe tween in the camera after any cutscenes.
camHUD.visible = true;
}
/**
* Displays a dialogue cutscene with the given ID.
* This is used by song scripts to display dialogue.
*/
public function startConversation(conversationId:String):Void
{
isInCutscene = true;
currentConversation = ConversationRegistry.instance.fetchEntry(conversationId);
if (currentConversation == null) return;
if (!currentConversation.alive) currentConversation.revive();
currentConversation.completeCallback = onConversationComplete;
currentConversation.cameras = [camCutscene];
currentConversation.zIndex = 1000;
add(currentConversation);
refresh();
var event:ScriptEvent = new ScriptEvent(CREATE, false);
ScriptEventDispatcher.callEvent(currentConversation, event);
}
/**
* Handler function called when a conversation ends.
*/
function onConversationComplete():Void
{
isInCutscene = false;
if (currentConversation != null)
{
currentConversation.kill();
remove(currentConversation);
currentConversation = null;
}
if (startingSong && !isInCountdown)
{
startCountdown();
}
}
/**
* Starts playing the song after the countdown has completed.
*/
function startSong():Void
{
startingSong = false;
#if mobile
if (hitbox != null) hitbox.visible = true;
#end
if (!overrideMusic && !isGamePaused && currentChart != null)
{
currentChart?.playInst(1.0, currentInstrumental, false);
}
if (FlxG.sound.music == null)
{
FlxG.log.error('PlayState failed to initialize instrumental!');
return;
}
FlxG.sound.music.onComplete = function() {
if (mayPauseGame) endSong(skipEndingTransition);
};
FlxG.sound.music.pause();
FlxG.sound.music.time = startTimestamp;
FlxG.sound.music.pitch = playbackRate;
// Prevent the volume from being wrong.
FlxG.sound.music.volume = 1.0;
if (FlxG.sound.music.fadeTween != null) FlxG.sound.music.fadeTween.cancel();
if (vocals != null)
{
trace('Playing vocals...');
add(vocals);
vocals.time = startTimestamp - Conductor.instance.instrumentalOffset;
vocals.pitch = playbackRate;
vocals.volume = 1.0;
// trace('STARTING SONG AT:');
// trace('${FlxG.sound.music.time}');
// trace('${vocals.time}');
vocals.play();
}
FlxG.sound.music.play();
#if FEATURE_DISCORD_RPC
// Updating Discord Rich Presence (with Time Left)
DiscordClient.instance.setPresence(
{
state: buildDiscordRPCState(),
details: buildDiscordRPCDetails(),
largeImageKey: discordRPCAlbum,
smallImageKey: discordRPCIcon
});
// DiscordClient.changePresence(detailsText, '${currentChart.songName} ($discordRPCDifficulty)', discordRPCIcon, true, currentSongLengthMs);
#end
if (startTimestamp > 0)
{
// FlxG.sound.music.time = startTimestamp - Conductor.instance.combinedOffset;
handleSkippedNotes();
}
dispatchEvent(new ScriptEvent(SONG_START));
#if FEATURE_NEWGROUNDS
Events.logStartSong(currentSong.id, currentVariation);
#end
resyncVocals();
}
/**
* Resynchronize the vocal tracks if they have become offset from the instrumental.
*/
function resyncVocals():Void
{
if (vocals == null) return;
// Skip this if the music is paused (GameOver, Pause menu, start-of-song offset, etc.)
if (!(FlxG.sound.music?.playing ?? false)) return;
var timeToPlayAt:Float = Math.min(FlxG.sound.music.length,
Math.max(Math.min(Conductor.instance.combinedOffset, 0), Conductor.instance.songPosition) - Conductor.instance.combinedOffset);
trace('Resyncing vocals to ${timeToPlayAt}');
FlxG.sound.music.pause();
vocals.pause();
FlxG.sound.music.time = timeToPlayAt;
FlxG.sound.music.play(false, timeToPlayAt);
vocals.time = timeToPlayAt;
vocals.play(false, timeToPlayAt);
}
/**
* Updates the position and contents of the score display.
*/
function updateScoreText():Void
{
// TODO: Add functionality for modules to update the score text.
if (isBotPlayMode)
{
scoreText.text = 'Bot Play Enabled';
}
else
{
// TODO: Add an option for this maybe?
var commaSeparated:Bool = true;
scoreText.text = 'Score: ${FlxStringUtil.formatMoney(songScore, false, commaSeparated)}';
}
}
/**
* Updates the values of the health bar.
*/
function updateHealthBar():Void
{
if (isBotPlayMode)
{
healthLerp = Constants.HEALTH_MAX;
}
else
{
healthLerp = FlxMath.lerp(healthLerp, health, 0.15);
}
}
/**
* Callback executed when one of the note keys is pressed.
*/
function onKeyPress(event:PreciseInputEvent):Void
{
if (isGamePaused) return;
// Do the minimal possible work here.
inputPressQueue.push(event);
}
/**
* Callback executed when one of the note keys is released.
*/
function onKeyRelease(event:PreciseInputEvent):Void
{
if (isGamePaused) return;
// Do the minimal possible work here.
inputReleaseQueue.push(event);
}
/**
* Handles opponent note hits and player note misses.
*/
function processNotes(elapsed:Float):Void
{
if (playerStrumline.notes?.members == null || opponentStrumline.notes?.members == null) return;
// Process notes on the opponent's side.
for (note in opponentStrumline.notes.members)
{
if (note == null) continue;
var r = GRhythmUtil.processWindow(note, false);
if (r.botplayHit)
{
var event:NoteScriptEvent = new HitNoteScriptEvent(note, 0.0, 0, 'perfect', false, 0);
dispatchEvent(event);
// Calling event.cancelEvent() skips all the other logic! Neat!
if (event.eventCanceled) continue;
// Command the opponent to hit the note on time.
// NOTE: This is what handles the strumline and cleaning up the note itself!
opponentStrumline.hitNote(note);
if (note.holdNoteSprite != null)
{
opponentStrumline.playNoteHoldCover(note.holdNoteSprite);
}
}
}
// Process hold notes on the opponent's side.
for (holdNote in opponentStrumline.holdNotes.members)
{
if (holdNote == null || !holdNote.alive || holdNote.noteData == null) continue;
// While the hold note is being hit, and there is length on the hold note...
if (holdNote.hitNote && !holdNote.missedNote && holdNote.sustainLength > 0)
{
// Make sure the opponent keeps singing while the note is held.
if (currentStage != null && currentStage.getDad() != null && currentStage.getDad().isSinging())
{
currentStage.getDad().holdTimer = 0;
}
}
if (holdNote.missedNote && !holdNote.handledMiss)
{
// When the opponent drops a hold note.
holdNote.handledMiss = true;
// We dropped a hold note.
// Play miss animation, but don't penalize.
if (currentStage != null) currentStage.getOpponent().playSingAnimation(holdNote.noteData.getDirection(), true);
}
}
// Process notes on the player's side.
for (note in playerStrumline.notes.members)
{
if (note == null) continue;
var r = GRhythmUtil.processWindow(note, !isBotPlayMode);
if (r.botplayHit)
{
// We call onHitNote to play the proper animations,
// but not goodNoteHit! This means zero score and zero notes hit for the results screen!
// Call an event to allow canceling the note hit.
// NOTE: This is what handles the character animations!
var event:NoteScriptEvent = new HitNoteScriptEvent(note, 0.0, 0, 'perfect', false, 0);
dispatchEvent(event);
// Calling event.cancelEvent() skips all the other logic! Neat!
if (event.eventCanceled) continue;
// Command the bot to hit the note on time.
// NOTE: This is what handles the strumline and cleaning up the note itself!
playerStrumline.hitNote(note);
if (note.holdNoteSprite != null)
{
playerStrumline.playNoteHoldCover(note.holdNoteSprite);
}
}
if (!r.cont) continue;
// This becomes true when the note leaves the hit window.
// It might still be on screen.
if (note.hasMissed && !note.handledMiss)
{
// Call an event to allow canceling the note miss.
// NOTE: This is what handles the character animations!
var event:NoteScriptEvent = new NoteScriptEvent(NOTE_MISS, note, Constants.HEALTH_MISS_PENALTY, Highscore.tallies.combo, true);
dispatchEvent(event);
// Calling event.cancelEvent() skips all the other logic! Neat!
if (event.eventCanceled) continue;
// Skip handling the miss in botplay!
if (!isBotPlayMode)
{
// Judge the miss.
// NOTE: This is what handles the scoring.
// trace('Missed note! ${note.noteData}');
onNoteMiss(note, event.playSound, event.healthChange);
}
note.handledMiss = true;
}
}
// Process hold notes on the player's side.
// This handles scoring so we don't need it on the opponent's side.
for (holdNote in playerStrumline.holdNotes.members)
{
if (holdNote == null || !holdNote.alive) continue;
// While the hold note is being hit, and there is length on the hold note...
if (holdNote.hitNote && !holdNote.missedNote && holdNote.sustainLength > 0)
{
// Grant the player health.
if (!isBotPlayMode)
{
health += Constants.HEALTH_HOLD_BONUS_PER_SECOND * elapsed;
songScore += Std.int(Constants.SCORE_HOLD_BONUS_PER_SECOND * elapsed);
}
// Make sure the player keeps singing while the note is held by the bot.
if (isBotPlayMode && currentStage != null && currentStage.getBoyfriend() != null && currentStage.getBoyfriend().isSinging())
{
currentStage.getBoyfriend().holdTimer = 0;
}
}
if (holdNote.missedNote && !holdNote.handledMiss)
{
// The player dropped a hold note.
holdNote.handledMiss = true;
// Mute vocals and play miss animation.
// vocals.playerVolume = 0;
// if (currentStage != null && currentStage.getBoyfriend() != null) currentStage.getBoyfriend().playSingAnimation(holdNote.noteData.getDirection(), true);
if (!isBotPlayMode)
{
if (holdNote.sustainLength > Constants.HOLD_DROP_PENALTY_THRESHOLD_MS)
{
// Penalize the player for letting go of a hold note too early.
trace('Player dropped a hold note, penalizing... (has hit: ${holdNote.hitNote})');
// Different penalty based on whether the note itself was missed,
// or the note was hit and then the hold was dropped.
var remainingLengthSec = holdNote.sustainLength / Constants.MS_PER_SEC;
var healthChangeUncapped = remainingLengthSec * Constants.HEALTH_HOLD_DROP_PENALTY_PER_SECOND;
// If the base note of the hold was missed, don't penalize them more on top of that.
var healthChangeMax = Constants.HEALTH_HOLD_DROP_PENALTY_MAX - (holdNote.hitNote ? -Constants.HEALTH_MISS_PENALTY : 0);
var healthChange = healthChangeUncapped.clamp(healthChangeMax, 0);
var scoreChange = Std.int(Constants.SCORE_HOLD_DROP_PENALTY_PER_SECOND * remainingLengthSec);
var event:HoldNoteScriptEvent = new HoldNoteScriptEvent(NOTE_HOLD_DROP, holdNote, healthChange, scoreChange, true, Highscore.tallies.combo);
dispatchEvent(event);
// Calling event.cancelEvent() skips all the other logic! Neat!
if (event.eventCanceled) continue;
trace('Penalizing score by ${event.score} and health by ${event.healthChange} for dropping hold note (is combo break: ${event.isComboBreak})!');
applyScore(event.score, '', event.healthChange, event.isComboBreak);
// Play the miss sound.
if (event.playSound)
{
if (vocals != null) vocals.playerVolume = 0;
FunkinSound.playOnce(Paths.soundRandom('missnote', 1, 3), FlxG.random.float(0.5, 0.6));
}
}
else
{
trace('Hold note too short, not penalizing...');
}
}
}
}
}
function handleSkippedNotes():Void
{
for (note in playerStrumline.notes.members)
{
if (note == null || note.hasBeenHit) continue;
var hitWindowEnd = note.strumTime + Constants.HIT_WINDOW_MS;
if (Conductor.instance.songPosition > hitWindowEnd)
{
// We have passed this note.
// Flag the note for deletion without actually penalizing the player.
note.handledMiss = true;
}
}
// Respawns notes that were between the previous time and the current time when skipping backward, or destroy notes between the previous time and the current time when skipping forward.
playerStrumline.handleSkippedNotes();
opponentStrumline.handleSkippedNotes();
}
/**
* PreciseInputEvents are put into a queue between update() calls,
* and then processed here.
*/
function processInputQueue():Void
{
if (inputPressQueue.length + inputReleaseQueue.length == 0) return;
// Ignore inputs during cutscenes.
if (isInCutscene || disableKeys)
{
inputPressQueue = [];
inputReleaseQueue = [];
return;
}
// Generate a list of notes within range.
var notesInRange:Array<NoteSprite> = playerStrumline.getNotesMayHit();
var notesByDirection:Array<Array<NoteSprite>> = [[], [], [], []];
for (note in notesInRange)
notesByDirection[note.direction].push(note);
while (inputPressQueue.length > 0)
{
var input:Null<PreciseInputEvent> = inputPressQueue.shift();
if (input == null) continue;
playerStrumline.pressKey(input.noteDirection);
// Don't credit or penalize inputs in Bot Play.
if (isBotPlayMode) continue;
var notesInDirection:Array<NoteSprite> = notesByDirection[input.noteDirection];
#if FEATURE_GHOST_TAPPING
if ((!playerStrumline.mayGhostTap()) && notesInDirection.length == 0)
#else
if (notesInDirection.length == 0)
#end
{
// Pressed a wrong key with no notes nearby.
// Perform a ghost miss (anti-spam).
ghostNoteMiss(input.noteDirection, notesInRange.length > 0);
// Play the strumline animation.
playerStrumline.playPress(input.noteDirection);
trace('PENALTY Score: ${songScore}');
}
else if (notesInDirection.length == 0)
{
// Press a key with no penalty.
// Play the strumline animation.
playerStrumline.playPress(input.noteDirection);
trace('NO PENALTY Score: ${songScore}');
}
else
{
// Choose the first note, deprioritizing low priority notes.
var targetNote:Null<NoteSprite> = notesInDirection.find((note) -> !note.lowPriority);
if (targetNote == null) targetNote = notesInDirection[0];
if (targetNote == null) continue;
// Judge and hit the note.
// trace('Hit note! ${targetNote.noteData}');
goodNoteHit(targetNote, input);
// trace('Score: ${songScore}');
notesInDirection.remove(targetNote);
// Play the strumline animation.
playerStrumline.playConfirm(input.noteDirection);
}
}
while (inputReleaseQueue.length > 0)
{
var input:Null<PreciseInputEvent> = inputReleaseQueue.shift();
if (input == null) continue;
// Play the strumline animation.
playerStrumline.playStatic(input.noteDirection);
playerStrumline.releaseKey(input.noteDirection);
}
playerStrumline.noteVibrations.tryNoteVibration();
}
function goodNoteHit(note:NoteSprite, input:PreciseInputEvent):Void
{
// Calculate the input latency (do this as late as possible).
// trace('Compare: ${PreciseInputManager.getCurrentTimestamp()} - ${input.timestamp}');
var inputLatencyNs:Int64 = PreciseInputManager.getCurrentTimestamp() - input.timestamp;
var inputLatencyMs:Float = inputLatencyNs.toFloat() / Constants.NS_PER_MS;
// trace('Input: ${daNote.noteData.getDirectionName()} pressed ${inputLatencyMs}ms ago!');
// Get the offset and compensate for input latency.
// Round inward (trim remainder) for consistency.
var diff:Float = Conductor.instance.songPosition - note.noteData.time;
var totalDiff:Float = diff;
if (diff < 0) totalDiff = diff + inputLatencyMs;
else
totalDiff = diff - inputLatencyMs;
var noteDiff:Int = Std.int(totalDiff);
var score = Scoring.scoreNote(noteDiff, PBOT1);
var daRating = Scoring.judgeNote(noteDiff, PBOT1);
var healthChange = 0.0;
var isComboBreak = false;
switch (daRating)
{
case 'sick':
healthChange = Constants.HEALTH_SICK_BONUS;
isComboBreak = Constants.JUDGEMENT_SICK_COMBO_BREAK;
case 'good':
healthChange = Constants.HEALTH_GOOD_BONUS;
isComboBreak = Constants.JUDGEMENT_GOOD_COMBO_BREAK;
case 'bad':
healthChange = Constants.HEALTH_BAD_BONUS;
isComboBreak = Constants.JUDGEMENT_BAD_COMBO_BREAK;
case 'shit':
healthChange = Constants.HEALTH_SHIT_BONUS;
isComboBreak = Constants.JUDGEMENT_SHIT_COMBO_BREAK;
}
// Send the note hit event.
var event:HitNoteScriptEvent = new HitNoteScriptEvent(note, healthChange, score, daRating, isComboBreak,
note.scoreable ? Highscore.tallies.combo + 1 : Highscore.tallies.combo, noteDiff, daRating == 'sick');
dispatchEvent(event);
// Calling event.cancelEvent() skips all the other logic! Neat!
if (event.eventCanceled) return;
// Display the hit on the strums
playerStrumline.hitNote(note, !event.isComboBreak);
if (event.doesNotesplash) playerStrumline.playNoteSplash(note.noteData.getDirection());
if (note.isHoldNote && note.holdNoteSprite != null) playerStrumline.playNoteHoldCover(note.holdNoteSprite);
if (vocals != null) vocals.playerVolume = 1;
// Display the combo meter and add the calculation to the score.
if (note.scoreable)
{
Highscore.tallies.totalNotesHit++;
applyScore(event.score, event.judgement, event.healthChange, event.isComboBreak);
popUpScore(event.judgement);
}
}
/**
* Called when a note leaves the screen and is considered missed by the player.
* @param note
*/
function onNoteMiss(note:NoteSprite, playSound:Bool = false, healthChange:Float):Void
{
// If we are here, we already CALLED the onNoteMiss script hook!
if (!isPracticeMode)
{
// messy copy paste rn lol
var pressArray:Array<Bool> = [
controls.NOTE_LEFT_P,
controls.NOTE_DOWN_P,
controls.NOTE_UP_P,
controls.NOTE_RIGHT_P
];
var indices:Array<Int> = [];
for (i in 0...pressArray.length)
{
if (pressArray[i]) indices.push(i);
}
}
applyScore(Scoring.getMissScore(), 'miss', healthChange, true);
if (playSound)
{
if (vocals != null) vocals.playerVolume = 0;
FunkinSound.playOnce(Paths.soundRandom('missnote', 1, 3), FlxG.random.float(0.5, 0.6));
}
}
/**
* Called when a player presses a key with no note present.
* Scripts can modify the amount of health/score lost, whether player animations or sounds are used,
* or even cancel the event entirely.
*
* @param direction
* @param hasPossibleNotes
*/
function ghostNoteMiss(direction:NoteDirection, hasPossibleNotes:Bool = true):Void
{
var event:GhostMissNoteScriptEvent = new GhostMissNoteScriptEvent(direction, // Direction missed in.
hasPossibleNotes, // Whether there was a note you could have hit.
Constants.HEALTH_GHOST_MISS_PENALTY, // How much health to add (negative).
- 10 // Amount of score to add (negative).
);
dispatchEvent(event);
// Calling event.cancelEvent() skips animations and penalties. Neat!
if (event.eventCanceled) return;
health += event.healthChange;
songScore += event.scoreChange;
if (!isPracticeMode)
{
var pressArray:Array<Bool> = [
controls.NOTE_LEFT_P,
controls.NOTE_DOWN_P,
controls.NOTE_UP_P,
controls.NOTE_RIGHT_P
];
var indices:Array<Int> = [];
for (i in 0...pressArray.length)
{
if (pressArray[i]) indices.push(i);
}
}
if (event.playSound)
{
if (vocals != null) vocals.playerVolume = 0;
FunkinSound.playOnce(Paths.soundRandom('missnote', 1, 3), FlxG.random.float(0.1, 0.2));
}
}
/**
* Debug keys. Disabled while in cutscenes.
*/
function debugKeyShit():Void
{
#if FEATURE_STAGE_EDITOR
// Open the stage editor overlaying the current state.
if (controls.DEBUG_STAGE)
{
// hack for HaxeUI generation, doesn't work unless persistentUpdate is false at state creation!!
disableKeys = true;
persistentUpdate = false;
openSubState(new StageOffsetSubState());
}
#end
#if FEATURE_CHART_EDITOR
// Redirect to the chart editor playing the current song.
if (controls.DEBUG_CHART)
{
disableKeys = true;
persistentUpdate = false;
if (isChartingMode)
{
// Close the playtest substate.
FlxG.sound.music?.pause();
this.close();
}
else
{
if (currentStage != null) this.remove(currentStage);
FlxG.switchState(() -> new ChartEditorState(
{
targetSongId: currentSong.id,
targetSongDifficulty: currentDifficulty,
targetSongVariation: currentVariation,
}));
}
}
#end
#if FEATURE_DEBUG_FUNCTIONS
// H: Hide the HUD.
if (FlxG.keys.justPressed.H) camHUD.visible = !camHUD.visible;
// 1: End the song immediately.
if (FlxG.keys.justPressed.ONE) endSong(true);
// 2: Gain 10% health.
if (FlxG.keys.justPressed.TWO) health += 0.1 * Constants.HEALTH_MAX;
// 3: Lose 5% health.
if (FlxG.keys.justPressed.THREE) health -= 0.05 * Constants.HEALTH_MAX;
#end
// 9: Toggle the old icon.
if ((FlxG.keys.justPressed.NINE #if FEATURE_TOUCH_CONTROLS || (TouchUtil.justPressed && TouchUtil.overlapsComplex(iconP1)) #end)
&& iconP1 != null) iconP1.toggleOldIcon();
#if FEATURE_DEBUG_FUNCTIONS
// PAGEUP: Skip forward two sections.
// SHIFT+PAGEUP: Skip forward twenty sections.
if (FlxG.keys.justPressed.PAGEUP) changeSection(FlxG.keys.pressed.SHIFT ? 20 : 2);
// PAGEDOWN: Skip backward two section. Doesn't replace notes.
// SHIFT+PAGEDOWN: Skip backward twenty sections.
if (FlxG.keys.justPressed.PAGEDOWN) changeSection(FlxG.keys.pressed.SHIFT ? -20 : -2);
#end
}
/**
* Handles applying health, score, and ratings.
*/
function applyScore(score:Int, daRating:String, healthChange:Float, isComboBreak:Bool)
{
switch (daRating)
{
case 'sick':
Highscore.tallies.sick += 1;
case 'good':
Highscore.tallies.good += 1;
case 'bad':
Highscore.tallies.bad += 1;
case 'shit':
Highscore.tallies.shit += 1;
case 'miss':
Highscore.tallies.missed += 1;
default:
// Nothing!
}
health += healthChange;
if (isComboBreak)
{
// Break the combo, but don't increment tallies.misses.
if (Highscore.tallies.combo >= 10) comboPopUps.displayCombo(0);
Highscore.tallies.combo = 0;
}
else
{
Highscore.tallies.combo++;
if (Highscore.tallies.combo > Highscore.tallies.maxCombo) Highscore.tallies.maxCombo = Highscore.tallies.combo;
}
songScore += score;
}
/**
* Handles rating popups when a note is hit.
*/
function popUpScore(daRating:String, ?combo:Int):Void
{
if (daRating == 'miss')
{
// If daRating is 'miss', that means we made a mistake and should not continue.
FlxG.log.warn('popUpScore judged a note as a miss!');
// TODO: Remove this.
// comboPopUps.displayRating('miss');
return;
}
if (combo == null) combo = Highscore.tallies.combo;
if (!isPracticeMode)
{
// TODO: Input splitter uses old input system, make it pull from the precise input queue directly.
var pressArray:Array<Bool> = [
controls.NOTE_LEFT_P,
controls.NOTE_DOWN_P,
controls.NOTE_UP_P,
controls.NOTE_RIGHT_P
];
var indices:Array<Int> = [];
for (i in 0...pressArray.length)
{
if (pressArray[i]) indices.push(i);
}
}
comboPopUps.displayRating(daRating);
if (combo >= 10) comboPopUps.displayCombo(combo);
if (vocals != null) vocals.playerVolume = 1;
}
/**
* Handle keyboard inputs during cutscenes.
* This includes advancing conversations and skipping videos.
* @param elapsed Time elapsed since last game update.
*/
function handleCutsceneKeys(elapsed:Float):Void
{
if (isGamePaused) return;
var pauseButtonCheck:Bool = false;
var androidPause:Bool = false;
#if android
androidPause = FlxG.android.justPressed.BACK;
#end
#if mobile
pauseButtonCheck = TouchUtil.pressAction(pauseButton);
#end
if (currentConversation != null)
{
// Pause/unpause may conflict with advancing the conversation!
if ((controls.CUTSCENE_ADVANCE #if mobile || (!pauseButtonCheck && TouchUtil.justPressed) #end) && !justUnpaused)
{
currentConversation.advanceConversation();
}
else if ((controls.PAUSE || androidPause || pauseButtonCheck) && !justUnpaused)
{
pause(Conversation);
}
}
else if (VideoCutscene.isPlaying())
{
// This is a video cutscene.
if ((controls.PAUSE || androidPause || pauseButtonCheck) && !justUnpaused)
{
pause(Cutscene);
}
}
}
/**
* Handle logic for actually skipping a video cutscene after it has been held.
*/
function skipVideoCutscene():Void
{
VideoCutscene.finishVideo();
}
/**
* End the song. Handle saving high scores and transitioning to the results screen.
*
* Broadcasts an `onSongEnd` event, which can be cancelled to prevent the song from ending (for a cutscene or something).
* Remember to call `endSong` again when the song should actually end!
* @param rightGoddamnNow If true, don't play the fancy animation where you zoom onto Girlfriend. Used after a cutscene.
*/
public function endSong(rightGoddamnNow:Bool = false):Void
{
if (FlxG.sound.music != null) FlxG.sound.music.volume = 0;
if (vocals != null) vocals.volume = 0;
mayPauseGame = false;
isSongEnd = true;
// Prevent ghost misses while the song is ending.
disableKeys = true;
#if mobile
// Hide the buttons while the song is ending.
if (hitbox != null) hitbox.visible = false;
pauseButton.visible = false;
pauseCircle.visible = false;
#end
// Check if any events want to prevent the song from ending.
var event = new ScriptEvent(SONG_END, true);
dispatchEvent(event);
if (event.eventCanceled) return;
deathCounter = 0;
// TODO: This line of code makes me sad, but you can't really fix it without a breaking migration.
// `easy`, `erect`, `normal-pico`, etc.
var suffixedDifficulty = (currentVariation != Constants.DEFAULT_VARIATION
&& currentVariation != 'erect') ? '$currentDifficulty-${currentVariation}' : currentDifficulty;
var isNewHighscore = false;
var prevScoreData:Null<SaveScoreData> = Save.instance.getSongScore(currentSong.id, suffixedDifficulty);
if (currentSong != null && currentSong.validScore)
{
// crackhead double thingie, sets whether was new highscore, AND saves the song!
var data =
{
score: songScore,
tallies:
{
sick: Highscore.tallies.sick,
good: Highscore.tallies.good,
bad: Highscore.tallies.bad,
shit: Highscore.tallies.shit,
missed: Highscore.tallies.missed,
combo: Highscore.tallies.combo,
maxCombo: Highscore.tallies.maxCombo,
totalNotesHit: Highscore.tallies.totalNotesHit,
totalNotes: Highscore.tallies.totalNotes,
},
};
// adds current song data into the tallies for the level (story levels)
Highscore.talliesLevel = Highscore.combineTallies(Highscore.tallies, Highscore.talliesLevel);
#if FEATURE_NEWGROUNDS
Leaderboards.submitSongScore(currentSong.id, suffixedDifficulty, songScore);
#end
if (!isPracticeMode && !isBotPlayMode)
{
#if FEATURE_NEWGROUNDS
Events.logCompleteSong(currentSong.id, currentVariation);
#end
isNewHighscore = Save.instance.isSongHighScore(currentSong.id, suffixedDifficulty, data);
// If no high score is present, save both score and rank.
// If score or rank are better, save the highest one.
// If neither are higher, nothing will change.
Save.instance.applySongRank(currentSong.id, suffixedDifficulty, data);
if (isNewHighscore) {}
}
}
#if FEATURE_NEWGROUNDS
// Only award medals if we are LEGIT.
if (!isPracticeMode && !isBotPlayMode && !isChartingMode && currentSong.validScore)
{
// Award a medal for beating at least one song on any difficulty on a Friday.
if (Date.now().getDay() == 5) Medals.award(FridayNight);
// Determine the score rank for this song we just finished.
var scoreRank:Null<ScoringRank> = Scoring.calculateRank(
{
score: songScore,
tallies:
{
sick: Highscore.tallies.sick,
good: Highscore.tallies.good,
bad: Highscore.tallies.bad,
shit: Highscore.tallies.shit,
missed: Highscore.tallies.missed,
combo: Highscore.tallies.combo,
maxCombo: Highscore.tallies.maxCombo,
totalNotesHit: Highscore.tallies.totalNotesHit,
totalNotes: Highscore.tallies.totalNotes,
}
});
// Award various medals based on variation, difficulty, song ID, and scoring rank.
if (scoreRank == ScoringRank.SHIT) Medals.award(LossRating);
if (scoreRank >= ScoringRank.PERFECT && currentDifficulty == 'hard') Medals.award(PerfectRatingHard);
if (scoreRank == ScoringRank.PERFECT_GOLD && currentDifficulty == 'hard') Medals.award(GoldPerfectRatingHard);
if (Constants.DEFAULT_DIFFICULTY_LIST_ERECT.contains(currentDifficulty)) Medals.award(ErectDifficulty);
if (scoreRank == ScoringRank.PERFECT_GOLD && currentDifficulty == 'nightmare') Medals.award(GoldPerfectRatingNightmare);
if (currentVariation == 'pico' && !PlayStatePlaylist.isStoryMode) Medals.award(FreeplayPicoMix);
if (currentVariation == 'pico' && currentSong.id == 'stress') Medals.award(FreeplayStressPico);
if (scoreRank != null) Events.logEarnRank(scoreRank.toString());
}
#end
#if FEATURE_MOBILE_ADVERTISEMENTS
if (AdMobUtil.PLAYING_COUNTER < AdMobUtil.MAX_BEFORE_AD) AdMobUtil.PLAYING_COUNTER++;
#end
if (PlayStatePlaylist.isStoryMode)
{
isNewHighscore = false;
PlayStatePlaylist.campaignScore += songScore;
// Pop the next song ID from the list.
// Returns null if the list is empty.
var targetSongId:Null<String> = PlayStatePlaylist.playlistSongIds.shift();
if (targetSongId == null)
{
if (currentSong.validScore)
{
var data =
{
score: PlayStatePlaylist.campaignScore,
tallies:
{
// TODO: Sum up the values for the whole week!
sick: 0,
good: 0,
bad: 0,
shit: 0,
missed: 0,
combo: 0,
maxCombo: 0,
totalNotesHit: 0,
totalNotes: 0,
},
};
if (PlayStatePlaylist.campaignId != null)
{
#if FEATURE_NEWGROUNDS
// Award a medal for beating a Story level.
Medals.awardStoryLevel(PlayStatePlaylist.campaignId);
// Submit the score for the Story level to Newgrounds.
Leaderboards.submitLevelScore(PlayStatePlaylist.campaignId, PlayStatePlaylist.campaignDifficulty, PlayStatePlaylist.campaignScore);
Events.logCompleteLevel(PlayStatePlaylist.campaignId);
#end
if (Save.instance.isLevelHighScore(PlayStatePlaylist.campaignId, PlayStatePlaylist.campaignDifficulty, data))
{
Save.instance.setLevelScore(PlayStatePlaylist.campaignId, PlayStatePlaylist.campaignDifficulty, data);
isNewHighscore = true;
}
}
}
if (isSubState)
{
this.close();
}
else
{
if (rightGoddamnNow)
{
moveToResultsScreen(isNewHighscore);
}
else
{
zoomIntoResultsScreen(isNewHighscore);
}
}
}
else
{
var difficulty:String = '';
trace('Loading next song ($targetSongId : $difficulty)');
FlxTransitionableState.skipNextTransIn = true;
FlxTransitionableState.skipNextTransOut = true;
FlxG.sound.music?.stop();
vocals?.stop();
// TODO: Softcode this cutscene.
if (currentSong.id == 'eggnog')
{
var blackBG:FunkinSprite = new FunkinSprite(-FlxG.width * FlxG.camera.zoom, -FlxG.height * FlxG.camera.zoom);
blackBG.makeSolidColor(FlxG.width * 3, FlxG.height * 3, FlxColor.BLACK);
blackBG.scrollFactor.set();
add(blackBG);
camHUD.visible = false;
isInCutscene = true;
FunkinSound.playOnce(Paths.sound('Lights_Shut_off'), function() {
// no camFollow so it centers on horror tree
var targetSong:Song = SongRegistry.instance.fetchEntry(targetSongId) ?? throw 'Could not find a song with the ID $targetSongId';
var targetVariation:String = currentVariation;
if (!targetSong.hasDifficulty(PlayStatePlaylist.campaignDifficulty, currentVariation))
{
targetVariation = targetSong.getFirstValidVariation(PlayStatePlaylist.campaignDifficulty) ?? Constants.DEFAULT_VARIATION;
}
if (currentStage != null) this.remove(currentStage);
LoadingState.loadPlayState(
{
targetSong: targetSong,
targetDifficulty: PlayStatePlaylist.campaignDifficulty,
targetVariation: targetVariation,
cameraFollowPoint: cameraFollowPoint.getPosition(),
});
});
}
else
{
var targetSong:Song = SongRegistry.instance.fetchEntry(targetSongId) ?? throw 'Could not find a song with ID $targetSongId';
var targetVariation:String = currentVariation;
if (!targetSong.hasDifficulty(PlayStatePlaylist.campaignDifficulty, currentVariation))
{
targetVariation = targetSong.getFirstValidVariation(PlayStatePlaylist.campaignDifficulty) ?? Constants.DEFAULT_VARIATION;
}
if (currentStage != null) this.remove(currentStage);
LoadingState.loadPlayState(
{
targetSong: targetSong,
targetDifficulty: PlayStatePlaylist.campaignDifficulty,
targetVariation: targetVariation,
cameraFollowPoint: cameraFollowPoint.getPosition(),
});
}
}
}
else
{
if (isSubState)
{
this.close();
}
else
{
if (rightGoddamnNow)
{
moveToResultsScreen(isNewHighscore, prevScoreData);
}
else
{
zoomIntoResultsScreen(isNewHighscore, prevScoreData);
}
}
}
}
public override function close():Void
{
criticalFailure = true; // Stop game updates.
performCleanup();
super.close();
}
/**
* Perform necessary cleanup before leaving the PlayState.
*/
function performCleanup():Void
{
// If the camera is being tweened, stop it.
cancelAllCameraTweens();
// Dispatch the destroy event.
dispatchEvent(new ScriptEvent(DESTROY, false));
if (currentConversation != null)
{
remove(currentConversation);
currentConversation.kill();
}
if (currentChart != null)
{
// TODO: Uncache the song.
}
// Prevent vwoosh timer from running outside PlayState (e.g Chart Editor)
vwooshTimer.cancel();
if (overrideMusic)
{
// Stop the music. Do NOT destroy it, something still references it!
if (FlxG.sound.music != null) FlxG.sound.music.pause();
if (vocals != null)
{
vocals.pause();
remove(vocals);
}
}
else
{
// Stop and destroy the music.
if (FlxG.sound.music != null) FlxG.sound.music.pause();
if (vocals != null)
{
vocals.destroy();
remove(vocals);
}
}
forEachPausedSound((s) -> s.destroy());
FlxTween.globalManager.clear();
FlxTimer.globalManager.clear();
// Remove reference to stage and remove sprites from it to save memory.
if (currentStage != null)
{
remove(currentStage);
currentStage.kill();
currentStage = null;
}
GameOverSubState.reset();
PauseSubState.reset();
Countdown.reset();
// Clear the static reference to this state.
instance = null;
}
/**
* Play the camera zoom animation and then move to the results screen once it's done.
*/
function zoomIntoResultsScreen(isNewHighscore:Bool, ?prevScoreData:SaveScoreData):Void
{
trace('WENT TO RESULTS SCREEN!');
// Stop camera zooming on beat.
cameraZoomRate = 0;
// Cancel camera and scroll tweening if it's active.
cancelAllCameraTweens();
cancelScrollSpeedTweens();
// If the opponent is GF, zoom in on the opponent.
// Else, if there is no GF, zoom in on BF.
// Else, zoom in on GF.
var boyfriend:Null<BaseCharacter> = currentStage?.getBoyfriend();
var girlfriend:Null<BaseCharacter> = currentStage?.getGirlfriend();
var dad:Null<BaseCharacter> = currentStage?.getDad();
var targetDad:Bool = dad?.characterId == 'gf';
var targetBF:Bool = girlfriend == null && !targetDad;
if (targetBF && boyfriend != null)
{
FlxG.camera.follow(boyfriend, null, 0.05);
}
else if (targetDad && dad != null)
{
FlxG.camera.follow(dad, null, 0.05);
}
else if (girlfriend != null)
{
FlxG.camera.follow(girlfriend, null, 0.05);
}
// TODO: Make target offset configurable.
// In the meantime, we have to replace the zoom animation with a fade out.
FlxG.camera.targetOffset.y -= 350;
FlxG.camera.targetOffset.x += 20;
// Replace zoom animation with a fade out for now.
FlxG.camera.fade(FlxColor.BLACK, 0.6);
FlxTween.tween(camHUD, {alpha: 0}, 0.6,
{
onComplete: function(_) {
moveToResultsScreen(isNewHighscore, prevScoreData);
}
});
// Zoom in on Girlfriend (or BF if no GF)
new FlxTimer().start(0.8, function(_) {
if (targetBF)
{
boyfriend?.animation.play('hey');
}
else if (targetDad)
{
dad?.animation.play('cheer');
}
else
{
girlfriend?.animation.play('cheer');
}
// Zoom over to the Results screen.
// TODO: Re-enable this.
/*
FlxTween.tween(FlxG.camera, {zoom: 1200}, 1.1,
{
ease: FlxEase.expoIn,
});
*/
});
}
/**
* Move to the results screen right goddamn now.
*/
function moveToResultsScreen(isNewHighscore:Bool, ?prevScoreData:SaveScoreData):Void
{
var currentChart:SongDifficulty = currentChart ??
{
trace('ERROR: Cannot move to results screen with a null chart.');
return;
}
persistentUpdate = false;
vocals?.stop();
camHUD.alpha = 1;
var talliesToUse:Tallies = PlayStatePlaylist.isStoryMode ? Highscore.talliesLevel : Highscore.tallies;
var res:ResultState = new ResultState(
{
storyMode: PlayStatePlaylist.isStoryMode,
songId: currentChart.song.id,
difficultyId: currentDifficulty,
variationId: currentVariation,
characterId: currentChart.characters.player,
title: PlayStatePlaylist.isStoryMode ? ('${PlayStatePlaylist.campaignTitle}') : ('${currentChart.songName} by ${currentChart.songArtist}'),
prevScoreData: prevScoreData,
scoreData:
{
score: PlayStatePlaylist.isStoryMode ? PlayStatePlaylist.campaignScore : songScore,
tallies:
{
sick: talliesToUse.sick,
good: talliesToUse.good,
bad: talliesToUse.bad,
shit: talliesToUse.shit,
missed: talliesToUse.missed,
combo: talliesToUse.combo,
maxCombo: talliesToUse.maxCombo,
totalNotesHit: talliesToUse.totalNotesHit,
totalNotes: talliesToUse.totalNotes,
},
},
isNewHighscore: isNewHighscore,
isPracticeMode: isPracticeMode,
isBotPlayMode: isBotPlayMode,
});
this.persistentDraw = false;
openSubState(res);
}
/**
* Pauses music and vocals easily.
*/
public function pauseMusic():Void
{
if (FlxG.sound.music != null) FlxG.sound.music.pause();
if (vocals != null) vocals.pause();
}
/**
* Resets the camera's zoom level and focus point.
*/
public function resetCamera(resetZoom:Bool = true, cancelTweens:Bool = true, snap:Bool = true):Void
{
// Cancel camera tweens if any are active.
if (cancelTweens)
{
cancelAllCameraTweens();
}
FlxG.camera.follow(cameraFollowPoint, LOCKON, Constants.DEFAULT_CAMERA_FOLLOW_RATE);
FlxG.camera.targetOffset.set();
if (resetZoom)
{
resetCameraZoom();
}
// Snap the camera to the follow point immediately.
if (snap) FlxG.camera.focusOn(cameraFollowPoint.getPosition());
}
/**
* Sets the camera follow point's position and tweens the camera there.
*/
public function tweenCameraToPosition(x:Float = 0, y:Float = 0, duration:Float = 0, ?ease:Null<Float->Float>):Void
{
cameraFollowPoint.setPosition(x, y);
tweenCameraToFollowPoint(duration, ease);
}
/**
* Disables camera following and tweens the camera to the follow point manually.
*/
public function tweenCameraToFollowPoint(duration:Float = 0, ?ease:Null<Float->Float>):Void
{
// Cancel the current tween if it's active.
cancelCameraFollowTween();
if (duration == 0)
{
// Instant movement. Just reset the camera to force it to the follow point.
resetCamera(false, false);
}
else
{
// Disable camera following for the duration of the tween.
@:nullSafety(Off)
FlxG.camera.target = null;
// Follow tween! Caching it so we can cancel/pause it later if needed.
var followPos:FlxPoint = cameraFollowPoint.getPosition() - FlxPoint.weak(FlxG.camera.width * 0.5, FlxG.camera.height * 0.5);
cameraFollowTween = FlxTween.tween(FlxG.camera.scroll, {x: followPos.x, y: followPos.y}, duration,
{
ease: ease,
onComplete: function(_) {
resetCamera(false, false); // Re-enable camera following when the tween is complete.
}
});
}
}
public function cancelCameraFollowTween()
{
if (cameraFollowTween != null)
{
cameraFollowTween.cancel();
}
}
/**
* Tweens the camera zoom to the desired amount.
*/
public function tweenCameraZoom(zoom:Float = 1, duration:Float = 0, direct:Bool = false, ?ease:Null<Float->Float>):Void
{
// Cancel the current tween if it's active.
cancelCameraZoomTween();
// Direct mode: Set zoom directly.
// Stage mode: Set zoom as a multiplier of the current stage's default zoom.
var targetZoom = zoom * (direct ? FlxCamera.defaultZoom : stageZoom);
if (duration == 0)
{
// Instant zoom. No tween needed.
currentCameraZoom = targetZoom;
}
else
{
// Zoom tween! Caching it so we can cancel/pause it later if needed.
cameraZoomTween = FlxTween.tween(this, {currentCameraZoom: targetZoom}, duration, {ease: ease});
}
}
public function cancelCameraZoomTween():Void
{
if (cameraZoomTween != null)
{
cameraZoomTween.cancel();
}
}
/**
* Cancel all active camera tweens simultaneously.
*/
public function cancelAllCameraTweens()
{
cancelCameraFollowTween();
cancelCameraZoomTween();
}
var prevScrollTargets:Array<Dynamic> = []; // used to snap scroll speed when things go unruly
/**
* The magical function that shall tween the scroll speed.
*/
public function tweenScrollSpeed(?speed:Float, ?duration:Float, ?ease:Null<Float->Float>, strumlines:Array<String>):Void
{
// Cancel the current tween if it's active.
cancelScrollSpeedTweens();
// Snap to previous event value to prevent the tween breaking when another event cancels the previous tween.
for (i in prevScrollTargets)
{
var value:Float = i[0];
var strum:Strumline = Reflect.getProperty(this, i[1]);
strum.scrollSpeed = value;
}
// for next event, clean array.
prevScrollTargets = [];
for (i in strumlines)
{
var value:Float = speed ?? 0;
var strum:Strumline = Reflect.getProperty(this, i);
if (duration == 0)
{
strum.scrollSpeed = value;
}
else
{
scrollSpeedTweens.push(FlxTween.tween(strum,
{
'scrollSpeed': value
}, duration, {ease: ease}));
}
// make sure charts dont break if the charter is dumb and stupid
prevScrollTargets.push([value, i]);
}
}
public function cancelScrollSpeedTweens()
{
for (tween in scrollSpeedTweens)
{
if (tween != null)
{
tween.cancel();
}
}
scrollSpeedTweens = [];
}
function forEachPausedSound(f:FlxSound->Void):Void
{
for (sound in soundsPausedBySubState)
{
f(sound);
}
soundsPausedBySubState.clear();
}
#if FEATURE_DEBUG_FUNCTIONS
/**
* Jumps forward or backward a number of sections in the song.
* Accounts for BPM changes, does not prevent death from skipped notes.
* @param sections The number of sections to jump, negative to go backwards.
*/
function changeSection(sections:Int):Void
{
// FlxG.sound.music.pause();
var targetTimeSteps:Float = Conductor.instance.currentStepTime + (Conductor.instance.stepsPerMeasure * sections);
var targetTimeMs:Float = Conductor.instance.getStepTimeInMs(targetTimeSteps);
// Don't go back in time to before the song started.
targetTimeMs = Math.max(0, targetTimeMs);
if (FlxG.sound.music != null)
{
FlxG.sound.music.time = targetTimeMs;
}
handleSkippedNotes();
SongEventRegistry.handleSkippedEvents(songEvents, Conductor.instance.songPosition);
// regenNoteData(FlxG.sound.music.time);
Conductor.instance.update(FlxG.sound?.music?.time ?? 0.0);
resyncVocals();
}
#end
}