mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2025-09-01 03:15:53 +00:00
134 lines
3.7 KiB
Haxe
134 lines
3.7 KiB
Haxe
package funkin.ui.charSelect;
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import funkin.graphics.FunkinSprite;
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import funkin.modding.IScriptedClass.IBPMSyncedScriptedClass;
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import funkin.modding.events.ScriptEvent;
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import funkin.vis.dsp.SpectralAnalyzer;
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import funkin.data.freeplay.player.PlayerRegistry;
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import funkin.ui.FullScreenScaleMode;
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import flixel.math.FlxPoint;
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class CharSelectGF extends FunkinSprite implements IBPMSyncedScriptedClass
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{
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var analyzer:SpectralAnalyzer;
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var currentGFPath:Null<String>;
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var enableVisualizer:Bool = false;
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var danceEvery:Int = 2;
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public function new()
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{
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super();
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this.applyStageMatrix = true;
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switchGF("bf");
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}
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public function onStepHit(event:SongTimeScriptEvent):Void {}
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public function onBeatHit(event:SongTimeScriptEvent):Void
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{
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// TODO: There's a minor visual bug where there's a little stutter.
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// This happens because the animation is getting restarted while it's already playing.
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// I tried make this not interrupt an existing idle,
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// but isAnimationFinished() and isLoopComplete() both don't work! What the hell?
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// danceEvery isn't necessary if that gets fixed.
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if (getCurrentAnimation() == "idle" && (event.beat % danceEvery == 0))
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{
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trace('GF beat hit');
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anim.play("idle", true);
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}
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};
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override public function draw()
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{
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if (analyzer != null) drawFFT();
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super.draw();
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}
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function drawFFT()
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{
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if (enableVisualizer)
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{
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var levels = analyzer.getLevels();
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var frame = this.timeline.getLayer("VIZ_bars").getFrameAtIndex(anim.curAnim.curFrame);
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var elements = frame.elements;
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var len:Int = cast Math.min(elements.length, 7);
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for (i in 0...len)
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{
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var animFrame:Int = (FlxG.sound.volume == 0 || FlxG.sound.muted) ? 0 : Math.round(levels[i].value * 12);
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#if sys
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// Web version scales with the Flixel volume level.
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// This line brings platform parity but looks worse.
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// animFrame = Math.round(animFrame * FlxG.sound.volume);
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#end
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animFrame = Math.floor(Math.min(12, animFrame));
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animFrame = Math.floor(Math.max(0, animFrame));
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animFrame = Std.int(Math.abs(animFrame - 12)); // shitty dumbass flip, cuz dave got da shit backwards lol!
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var convertedSymbol = elements[i].toSymbolInstance();
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convertedSymbol.firstFrame = animFrame;
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elements[i] = convertedSymbol;
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}
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}
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}
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public function updatePosition():Void
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{
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var bounds:FlxPoint = this.timeline.getBoundsOrigin(true);
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x = bounds.x + FullScreenScaleMode.gameCutoutSize.x / 2;
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y = bounds.y;
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}
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/**
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* For switching between "GFs" such as gf, nene, etc
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* @param bf Which BF we are selecting, so that we know the accompyaning GF
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*/
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public function switchGF(bf:String):Void
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{
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var previousGFPath = currentGFPath;
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var bfObj = PlayerRegistry.instance.fetchEntry(bf);
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var gfData = bfObj?.getCharSelectData()?.gf;
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currentGFPath = gfData?.assetPath ?? null;
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// We don't need to update any anims if we didn't change GF
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trace('currentGFPath(${currentGFPath})');
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if (currentGFPath == null)
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{
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this.visible = false;
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return;
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}
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else if (previousGFPath != currentGFPath)
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{
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this.visible = true;
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frames = CharSelectAtlasHandler.loadAtlas(currentGFPath,
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{
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swfMode: true
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});
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enableVisualizer = gfData?.visualizer ?? false;
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}
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anim.play("idle", true);
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updateHitbox();
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updatePosition();
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}
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public function onScriptEvent(event:ScriptEvent):Void {};
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public function onCreate(event:ScriptEvent):Void {};
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public function onDestroy(event:ScriptEvent):Void {};
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public function onUpdate(event:UpdateScriptEvent):Void {};
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}
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