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https://github.com/ninjamuffin99/Funkin.git
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136 lines
3 KiB
Haxe
136 lines
3 KiB
Haxe
package funkin.ui.freeplay;
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import flixel.FlxSprite;
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import flixel.group.FlxSpriteGroup.FlxTypedSpriteGroup;
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@:nullSafety
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class FreeplayScore extends FlxTypedSpriteGroup<ScoreNum>
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{
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public var scoreShit(default, set):Int = 0;
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function set_scoreShit(val):Int
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{
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if (group == null || group.members == null) return val;
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var dumbNumb:Int = Std.parseInt(Std.string(val)) ?? 0;
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dumbNumb = Std.int(Math.min(dumbNumb, Math.pow(10, group.members.length) - 1));
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var loopNum:Int = group.members.length - 1;
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while (dumbNumb > 0)
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{
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group.members[loopNum].digit = dumbNumb % 10;
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dumbNumb = Math.floor(dumbNumb / 10);
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loopNum--;
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}
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while (loopNum >= 0)
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{
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group.members[loopNum].digit = 0;
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loopNum--;
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}
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return val;
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}
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public function new(x:Float, y:Float, digitCount:Int, scoreShit:Int = 100, ?styleData:FreeplayStyle)
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{
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super(0, y);
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for (i in 0...digitCount)
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{
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if (styleData == null)
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{
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add(new ScoreNum(x + (45 * i), y, 0));
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}
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else
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{
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add(new ScoreNum(x + (45 * i), y, 0, styleData));
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}
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}
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this.scoreShit = scoreShit;
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}
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public function updateScore(scoreNew:Int)
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{
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scoreShit = scoreNew;
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}
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}
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/**
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* ScoreNum is the number graphic that is used for the completion percentage.
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* It handles offsetting / positioning of the numbers so they look a bit nicer placed
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* NOTE: this is actually a bit similar to the ResultScore class, should perhaps tidy the logic up?
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*/
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@:nullSafety
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class ScoreNum extends FlxSprite
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{
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public var digit(default, set):Int = 0;
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function set_digit(val):Int
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{
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if (animation.curAnim != null && animation.curAnim.name != numToString[val])
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{
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animation.play(numToString[val], true, false, 0);
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updateHitbox();
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switch (val)
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{
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case 1:
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offset.x -= 15;
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case 5:
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// set offsets
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// offset.x += 0;
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// offset.y += 10;
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case 7:
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// offset.y += 6;
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case 4:
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// offset.y += 5;
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case 9:
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// offset.y += 5;
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default:
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centerOffsets(false);
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}
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}
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return val;
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}
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public function new(x:Float, y:Float, ?initDigit:Int = 0, ?styleData:FreeplayStyle)
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{
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super(x, y);
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if (styleData == null)
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{
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frames = Paths.getSparrowAtlas('digital_numbers');
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}
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else
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{
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frames = Paths.getSparrowAtlas(styleData.getNumbersAssetKey());
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}
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for (i in 0...10)
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{
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animation.addByPrefix(getIntToString(i), '${getIntToString(i)} DIGITAL', 24, false);
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}
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this.digit = initDigit ?? 0;
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animation.play(getIntToString(digit), true);
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setGraphicSize(Std.int(width * 0.4));
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updateHitbox();
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}
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final numToString:Array<String> = ["ZERO", "ONE", "TWO", "THREE", "FOUR", "FIVE", "SIX", "SEVEN", "EIGHT", "NINE"];
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function getIntToString(number:Int):String
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{
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if (numToString[number] == null) return numToString[0];
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return numToString[number];
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}
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}
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