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Funkin/source/funkin/ui/charSelect/CharSelectPlayer.hx

94 lines
2.4 KiB
Haxe

package funkin.ui.charSelect;
import funkin.graphics.FunkinSprite;
import funkin.modding.IScriptedClass.IBPMSyncedScriptedClass;
import funkin.modding.events.ScriptEvent;
import funkin.ui.FullScreenScaleMode;
import flixel.math.FlxPoint;
class CharSelectPlayer extends FunkinSprite implements IBPMSyncedScriptedClass
{
var initialX:Float = 0;
var initialY:Float = 0;
public function new(x:Float, y:Float)
{
initialX = x;
initialY = y;
super(x, y);
loadTextureAtlas("charSelect/bfChill",
{
applyStageMatrix: true,
swfMode: true
});
anim.onFinish.add(function(animLabel:String) {
switch (animLabel)
{
case "slidein":
if (hasAnimation("slidein idle point"))
{
anim.play("slidein idle point", true);
}
else
{
anim.play("idle", true);
anim.curAnim.looped = true;
}
case "deselect":
anim.play("deselect loop start", true);
case "slidein idle point", "cannot select Label", "unlock":
anim.play("idle", true);
case "idle":
trace('Waiting for onBeatHit');
}
});
}
public function onStepHit(event:SongTimeScriptEvent):Void {}
public function onBeatHit(event:SongTimeScriptEvent):Void
{
// TODO: There's a minor visual bug where there's a little stutter.
// This happens because the animation is getting restarted while it's already playing.
// I tried make this not interrupt an existing idle,
// but isAnimationFinished() and isLoopComplete() both don't work! What the hell?
// danceEvery isn't necessary if that gets fixed.
//
if (getCurrentAnimation() == "idle")
{
anim.play("idle", true);
}
};
public function updatePosition():Void
{
// offset the position such that it's positioned exactly like in Adobe Animate
var bounds:FlxPoint = this.timeline.getBoundsOrigin(true);
x = initialX + bounds.x;
y = initialY + bounds.y;
}
public function switchChar(str:String):Void
{
frames = CharSelectAtlasHandler.loadAtlas('charSelect/${str}Chill');
anim.play("slidein", true);
updateHitbox();
updatePosition();
}
public function onScriptEvent(event:ScriptEvent):Void {};
public function onCreate(event:ScriptEvent):Void {};
public function onDestroy(event:ScriptEvent):Void {};
public function onUpdate(event:UpdateScriptEvent):Void {};
}