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this option will offset the atlas such that it's positioned exactly like how it was in flxanimate. this exists as a sort of backwards-compatability layer for mods to use!
567 lines
17 KiB
Haxe
567 lines
17 KiB
Haxe
package funkin.ui.freeplay;
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import flixel.util.FlxSignal;
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import funkin.graphics.FunkinSprite;
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import funkin.audio.FunkinSound;
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import funkin.data.freeplay.player.PlayerRegistry;
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import funkin.data.freeplay.player.PlayerData.PlayerFreeplayDJData;
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import funkin.ui.freeplay.FreeplayState;
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@:nullSafety
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class FreeplayDJ extends FunkinSprite
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{
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// Represents the sprite's current status.
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// Without state machines I would have driven myself crazy years ago.
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// Made this PRIVATE so we can keep track of everything that can alter the state!
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// Add a function to this class if you want to edit this value from outside.
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private var currentState:FreeplayDJState = Intro;
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// A callback activated when the intro animation finishes.
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public var onIntroDone:FlxSignal = new FlxSignal();
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// A callback activated when the idle easter egg plays.
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public var onIdleEasterEgg:FlxSignal = new FlxSignal();
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var seenIdleEasterEgg:Bool = false;
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static final IDLE_EGG_PERIOD:Float = 60.0;
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static final IDLE_CARTOON_PERIOD:Float = 120.0;
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// Time since last special idle animation you.
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var timeIdling:Float = 0;
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final characterId:String = Constants.DEFAULT_CHARACTER;
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final playableCharData:Null<PlayerFreeplayDJData>;
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public function new(x:Float, y:Float, characterId:String)
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{
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this.characterId = characterId;
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var playableChar = PlayerRegistry.instance.fetchEntry(characterId);
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playableCharData = playableChar?.getFreeplayDJData();
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super(x, y);
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// TODO: dj boyfriend has some crazy fucking light effects that cause lagspikes if they're not cached
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// bettertextureatlas can bake the filters, but they don't display properly in-game currently
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// remove `cacheOnLoad` once bettertextureatlas filter baking is improved
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loadTextureAtlas(playableCharData?.getAtlasPath(),
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{
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swfMode: true,
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cacheOnLoad: PlayerRegistry.instance.hasNewCharacter(),
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filterQuality: HIGH
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});
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if (playableCharData?.useLegacyBoundsPosition() ?? false)
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{
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this.legacyBoundsPosition = true;
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}
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anim.onFrameChange.add(function(name, number, index) {
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if (name == playableCharData?.getAnimationPrefix('cartoon'))
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{
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if (number == playableCharData?.getCartoonSoundClickFrame())
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{
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FunkinSound.playOnce(Paths.sound('remote_click'));
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}
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if (number == playableCharData?.getCartoonSoundCartoonFrame())
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{
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runTvLogic();
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}
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}
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});
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FlxG.debugger.track(this);
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FlxG.console.registerObject("dj", this);
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anim.onFinish.add(onFinishAnim);
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anim.onLoop.add(onFinishAnim);
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FlxG.console.registerFunction("switchDJState_Intro", function() {
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currentState = Intro;
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});
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FlxG.console.registerFunction("switchDJState_Idle", function() {
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currentState = Idle;
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});
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FlxG.console.registerFunction("switchDJState_NewUnlock", function() {
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currentState = NewUnlock;
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});
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FlxG.console.registerFunction("switchDJState_Confirm", function() {
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currentState = Confirm;
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});
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FlxG.console.registerFunction("switchDJState_CharSelect", function() {
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toCharSelect();
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});
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FlxG.console.registerFunction("switchDJState_FistPump", function() {
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currentState = FistPump;
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});
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FlxG.console.registerFunction("switchDJState_FistPumpIntro", function() {
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currentState = FistPumpIntro;
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});
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FlxG.console.registerFunction("switchDJState_IdleEasterEgg", function() {
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currentState = IdleEasterEgg;
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});
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FlxG.console.registerFunction("switchDJState_Cartoon", function() {
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currentState = Cartoon;
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});
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}
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var lowPumpLoopPoint:Int = 4;
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public override function update(elapsed:Float):Void
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{
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switch (currentState)
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{
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case Intro:
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// Play the intro animation then leave this state immediately.
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var animPrefix = playableCharData?.getAnimationPrefix('intro');
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if (animPrefix != null && (getCurrentAnimation() != animPrefix)) playFlashAnimation(animPrefix, true);
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timeIdling = 0;
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case Idle:
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// We are in this state the majority of the time.
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var animPrefix = playableCharData?.getAnimationPrefix('idle');
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if (animPrefix != null && getCurrentAnimation() != animPrefix)
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{
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playFlashAnimation(animPrefix, true, false, true);
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}
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timeIdling += elapsed;
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case NewUnlock:
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var animPrefix = playableCharData?.getAnimationPrefix('newUnlock');
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if (animPrefix != null && !hasAnimation(animPrefix))
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{
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currentState = Idle;
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}
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if (animPrefix != null && getCurrentAnimation() != animPrefix)
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{
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playFlashAnimation(animPrefix, true, false, true);
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}
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case Confirm:
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var animPrefix = playableCharData?.getAnimationPrefix('confirm');
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if (animPrefix != null && getCurrentAnimation() != animPrefix) playFlashAnimation(animPrefix, false);
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timeIdling = 0;
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case FistPumpIntro:
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var animPrefixA = playableCharData?.getAnimationPrefix('fistPump');
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var animPrefixB = playableCharData?.getAnimationPrefix('loss');
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if (getCurrentAnimation() == animPrefixA)
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{
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var endFrame = playableCharData?.getFistPumpIntroEndFrame() ?? 0;
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if (endFrame > -1 && anim.curAnim.curFrame >= endFrame)
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{
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playFlashAnimation(animPrefixA, true, false, false, playableCharData?.getFistPumpIntroStartFrame());
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}
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}
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else if (getCurrentAnimation() == animPrefixB)
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{
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var endFrame = playableCharData?.getFistPumpIntroBadEndFrame() ?? 0;
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if (endFrame > -1 && anim.curAnim.curFrame >= endFrame)
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{
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playFlashAnimation(animPrefixB, true, false, false, playableCharData?.getFistPumpIntroBadStartFrame());
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}
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}
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else
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{
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FlxG.log.warn("Unrecognized animation in FistPumpIntro: " + getCurrentAnimation());
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}
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case FistPump:
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var animPrefixA = playableCharData?.getAnimationPrefix('fistPump');
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var animPrefixB = playableCharData?.getAnimationPrefix('loss');
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if (getCurrentAnimation() == animPrefixA)
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{
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var endFrame = playableCharData?.getFistPumpLoopEndFrame() ?? 0;
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if (endFrame > -1 && anim.curAnim.curFrame >= endFrame)
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{
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playFlashAnimation(animPrefixA, true, false, false, playableCharData?.getFistPumpLoopStartFrame());
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}
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}
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else if (getCurrentAnimation() == animPrefixB)
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{
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var endFrame = playableCharData?.getFistPumpLoopBadEndFrame() ?? 0;
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if (endFrame > -1 && anim.curAnim.curFrame >= endFrame)
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{
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playFlashAnimation(animPrefixB, true, false, false, playableCharData?.getFistPumpLoopBadStartFrame());
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}
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}
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else
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{
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FlxG.log.warn("Unrecognized animation in FistPump: " + getCurrentAnimation());
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}
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case IdleEasterEgg:
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var animPrefix = playableCharData?.getAnimationPrefix('idleEasterEgg');
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if (animPrefix != null && getCurrentAnimation() != animPrefix)
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{
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onIdleEasterEgg.dispatch();
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playFlashAnimation(animPrefix, false);
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seenIdleEasterEgg = true;
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}
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timeIdling = 0;
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case Cartoon:
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var animPrefix = playableCharData?.getAnimationPrefix('cartoon');
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if (animPrefix == null)
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{
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currentState = IdleEasterEgg;
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}
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else
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{
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if (getCurrentAnimation() != animPrefix) playFlashAnimation(animPrefix, true);
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timeIdling = 0;
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}
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default:
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// I shit myself.
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}
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// Call the superclass function AFTER updating the current state and playing the next animation.
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// This ensures that FlxAnimate starts rendering the new animation immediately.
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super.update(elapsed);
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}
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function onFinishAnim(name:String):Void
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{
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// var name = anim.curSymbol.name;
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if (name == playableCharData?.getAnimationPrefix('intro'))
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{
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if (PlayerRegistry.instance.hasNewCharacter())
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{
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currentState = NewUnlock;
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}
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else
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{
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currentState = Idle;
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}
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onIntroDone.dispatch();
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}
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else if (name == playableCharData?.getAnimationPrefix('idle'))
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{
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// trace('Finished idle');
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if (timeIdling >= IDLE_EGG_PERIOD && !seenIdleEasterEgg)
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{
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currentState = IdleEasterEgg;
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}
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else if (timeIdling >= IDLE_CARTOON_PERIOD)
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{
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currentState = Cartoon;
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}
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}
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else if (name == playableCharData?.getAnimationPrefix('confirm'))
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{
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// trace('Finished confirm');
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}
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else if (name == playableCharData?.getAnimationPrefix('fistPump'))
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{
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// trace('Finished fist pump');
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currentState = Idle;
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}
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else if (name == playableCharData?.getAnimationPrefix('idleEasterEgg'))
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{
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// trace('Finished spook');
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currentState = Idle;
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}
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else if (name == playableCharData?.getAnimationPrefix('loss'))
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{
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// trace('Finished loss reaction');
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currentState = Idle;
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}
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else if (name == playableCharData?.getAnimationPrefix('cartoon'))
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{
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// trace('Finished cartoon');
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var frame:Int = FlxG.random.bool(33) ? (playableCharData?.getCartoonLoopBlinkFrame() ?? 0) : (playableCharData?.getCartoonLoopFrame() ?? 0);
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// Character switches channels when the video ends, or at a 10% chance each time his idle loops.
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if (FlxG.random.bool(5))
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{
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frame = playableCharData?.getCartoonChannelChangeFrame() ?? 0;
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// boyfriend switches channel code?
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// runTvLogic();
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}
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trace('Replay idle: ${frame}');
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var animPrefix = playableCharData?.getAnimationPrefix('cartoon');
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if (animPrefix != null) playFlashAnimation(animPrefix, true, false, false, frame);
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// trace('Finished confirm');
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}
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else if (name == playableCharData?.getAnimationPrefix('newUnlock'))
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{
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// Animation should loop.
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}
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else if (name == playableCharData?.getAnimationPrefix('charSelect'))
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{
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onCharSelectComplete();
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}
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else
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{
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trace('Finished ${name}');
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}
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}
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public function resetAFKTimer():Void
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{
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timeIdling = 0;
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seenIdleEasterEgg = false;
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}
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/**
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* Dynamic function, it's actually a variable you can reassign!
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* `dj.onCharSelectComplete = function() {};`
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*/
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public dynamic function onCharSelectComplete():Void
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{
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trace('onCharSelectComplete()');
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}
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var offsetX:Float = 0.0;
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var offsetY:Float = 0.0;
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var cartoonSnd:Null<FunkinSound> = null;
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public var playingCartoon:Bool = false;
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public function runTvLogic()
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{
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if (cartoonSnd == null)
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{
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// tv is OFF, but getting turned on
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FunkinSound.playOnce(Paths.sound('tv_on'), 1.0, function() {
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loadCartoon();
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});
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}
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else
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{
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// plays it smidge after the click
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FunkinSound.playOnce(Paths.sound('channel_switch'), 1.0, function() {
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if (cartoonSnd != null) cartoonSnd.destroy();
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loadCartoon();
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});
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}
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// loadCartoon();
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}
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function loadCartoon()
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{
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cartoonSnd = FunkinSound.load(Paths.sound(getRandomFlashToon()), 1.0, false, true, true, function() {
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var animPrefix = playableCharData?.getAnimationPrefix('cartoon');
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if (animPrefix != null) playFlashAnimation(animPrefix, true, false, false, 60);
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});
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// Fade out music to 40% volume over 1 second.
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// This helps make the TV a bit more audible.
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FlxG.sound.music.fadeOut(1.0, 0.1);
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// Play the cartoon at a random time between the start and 5 seconds from the end.
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if (cartoonSnd != null) cartoonSnd.time = FlxG.random.float(0, Math.max(cartoonSnd.length - (5 * Constants.MS_PER_SEC), 0.0));
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}
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final cartoonList:Array<String> = openfl.utils.Assets.list().filter(function(path) return path.startsWith("assets/sounds/cartoons/"));
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function getRandomFlashToon():String
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{
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var randomFile = FlxG.random.getObject(cartoonList);
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// Strip folder prefix
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randomFile = randomFile.replace("assets/sounds/", "");
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// Strip file extension
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randomFile = randomFile.substring(0, randomFile.length - 4);
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return randomFile;
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}
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public function confirm():Void
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{
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// We really don't want to play anything but the new character animation here.
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if (PlayerRegistry.instance.hasNewCharacter())
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{
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currentState = NewUnlock;
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return;
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}
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currentState = Confirm;
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}
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public function toCharSelect():Void
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{
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var animPrefix = playableCharData?.getAnimationPrefix('charSelect');
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if (animPrefix != null && hasAnimation(animPrefix))
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{
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currentState = CharSelect;
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playFlashAnimation(animPrefix, true, false, false, 0);
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}
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else
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{
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FlxG.log.warn("Freeplay character does not have 'charSelect' animation!");
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currentState = Confirm;
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// Call this immediately; otherwise, we get locked out of Character Select.
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onCharSelectComplete();
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}
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}
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public function fistPumpIntro():Void
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{
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// We really don't want to play anything but the new character animation here.
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if (PlayerRegistry.instance.hasNewCharacter())
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{
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currentState = NewUnlock;
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return;
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}
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currentState = FistPumpIntro;
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var animPrefix = playableCharData?.getAnimationPrefix('fistPump');
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if (animPrefix != null) playFlashAnimation(animPrefix, true, false, false, playableCharData?.getFistPumpIntroStartFrame());
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}
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public function fistPump():Void
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{
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// We really don't want to play anything but the new character animation here.
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if (PlayerRegistry.instance.hasNewCharacter())
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{
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currentState = NewUnlock;
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return;
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}
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currentState = FistPump;
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var animPrefix = playableCharData?.getAnimationPrefix('fistPump');
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if (animPrefix != null) playFlashAnimation(animPrefix, true, false, false, playableCharData?.getFistPumpLoopStartFrame());
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}
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public function fistPumpLossIntro():Void
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{
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// We really don't want to play anything but the new character animation here.
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if (PlayerRegistry.instance.hasNewCharacter())
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{
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currentState = NewUnlock;
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return;
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}
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currentState = FistPumpIntro;
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var animPrefix = playableCharData?.getAnimationPrefix('loss');
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if (animPrefix != null) playFlashAnimation(animPrefix, true, false, false, playableCharData?.getFistPumpIntroBadStartFrame());
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}
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public function fistPumpLoss():Void
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{
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// We really don't want to play anything but the new character animation here.
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if (PlayerRegistry.instance.hasNewCharacter())
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{
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currentState = NewUnlock;
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return;
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}
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currentState = FistPump;
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var animPrefix = playableCharData?.getAnimationPrefix('loss');
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if (animPrefix != null) playFlashAnimation(animPrefix, true, false, false, playableCharData?.getFistPumpLoopBadStartFrame());
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}
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public function playFlashAnimation(id:String, Force:Bool = false, Reverse:Bool = false, Loop:Bool = false, Frame:Int = 0):Void
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{
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this.anim.play(id, Force, Reverse, Frame);
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this.anim.curAnim.looped = Loop;
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applyAnimationOffset();
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}
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function applyAnimationOffset():Void
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{
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var animationName:String = getCurrentAnimation();
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var animationOffsets:Null<Array<Float>> = playableCharData?.getAnimationOffsetsByPrefix(animationName);
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var globalOffsets:Array<Float> = [this.x, this.y];
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if (animationOffsets != null)
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{
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var finalOffsetX:Float = 0;
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var finalOffsetY:Float = 0;
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if (this.legacyBoundsPosition)
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{
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finalOffsetX = animationOffsets[0];
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finalOffsetY = animationOffsets[1];
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}
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else
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{
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finalOffsetX = globalOffsets[0] - animationOffsets[0] - (FreeplayState.CUTOUT_WIDTH * FreeplayState.DJ_POS_MULTI);
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finalOffsetY = globalOffsets[1] - animationOffsets[1];
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}
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trace('Successfully applied offset ($animationName): ' + animationOffsets[0] + ', ' + animationOffsets[1]);
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offset.set(finalOffsetX, finalOffsetY);
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}
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else
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{
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trace('No offset found ($animationName), defaulting to: 0, 0');
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offset.set(0, 0);
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}
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}
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public override function destroy():Void
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{
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super.destroy();
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if (cartoonSnd != null)
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{
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cartoonSnd.destroy();
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cartoonSnd = null;
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}
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}
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}
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enum FreeplayDJState
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{
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/**
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* Character enters the frame and transitions to Idle.
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*/
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Intro;
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/**
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* Character loops in idle.
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*/
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Idle;
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/**
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* Plays an easter egg animation after a period in Idle, then reverts to Idle.
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*/
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IdleEasterEgg;
|
|
|
|
/**
|
|
* Plays an elaborate easter egg animation. Does not revert until another animation is triggered.
|
|
*/
|
|
Cartoon;
|
|
|
|
/**
|
|
* Player has selected a song.
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|
*/
|
|
Confirm;
|
|
|
|
/**
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|
* Character preps to play the fist pump animation; plays after the Results screen.
|
|
* The actual frame label that gets played may vary based on the player's success.
|
|
*/
|
|
FistPumpIntro;
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|
|
|
/**
|
|
* Character plays the fist pump animation.
|
|
* The actual frame label that gets played may vary based on the player's success.
|
|
*/
|
|
FistPump;
|
|
|
|
/**
|
|
* Plays an animation to indicate that the player has a new unlock in Character Select.
|
|
* Overrides all idle animations as well as the fist pump. Only Confirm and CharSelect will override this.
|
|
*/
|
|
NewUnlock;
|
|
|
|
/**
|
|
* Plays an animation to transition to the Character Select screen.
|
|
*/
|
|
CharSelect;
|
|
}
|