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Funkin/source/funkin/ui/freeplay/FreeplayState.hx

3264 lines
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Haxe

package funkin.ui.freeplay;
import flixel.FlxCamera;
import flixel.FlxObject;
import flixel.FlxSprite;
import flixel.addons.transition.FlxTransitionableState;
import flixel.group.FlxGroup.FlxTypedGroup;
import flixel.group.FlxSpriteGroup.FlxTypedSpriteGroup;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.text.FlxText;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.util.FlxColor;
import openfl.filters.ShaderFilter;
import flixel.util.FlxTimer;
import funkin.audio.FunkinSound;
import funkin.data.freeplay.player.PlayerRegistry;
import funkin.data.freeplay.style.FreeplayStyleRegistry;
import funkin.data.song.SongRegistry;
import funkin.data.story.level.LevelRegistry;
import funkin.effects.IntervalShake;
import funkin.graphics.FunkinCamera;
import funkin.graphics.FunkinSprite;
import funkin.graphics.shaders.AngleMask;
import funkin.graphics.shaders.BlueFade;
import funkin.graphics.shaders.HSVShader;
import funkin.graphics.shaders.PureColor;
import funkin.graphics.shaders.StrokeShader;
import funkin.input.Controls;
import funkin.modding.events.ScriptEvent;
import funkin.modding.events.ScriptEventDispatcher;
import funkin.play.PlayStatePlaylist;
import funkin.play.scoring.Scoring;
import funkin.play.scoring.Scoring.ScoringRank;
import funkin.play.song.Song;
import funkin.save.Save;
import funkin.save.Save.SaveScoreData;
import funkin.ui.AtlasText;
import funkin.ui.FullScreenScaleMode;
import funkin.ui.MusicBeatSubState;
import funkin.ui.freeplay.backcards.*;
import funkin.ui.freeplay.components.DifficultySprite;
import funkin.ui.freeplay.charselect.PlayableCharacter;
import funkin.ui.mainmenu.MainMenuState;
import funkin.ui.story.Level;
import funkin.ui.transition.LoadingState;
import funkin.ui.transition.stickers.StickerSubState;
import funkin.util.HapticUtil;
import funkin.util.MathUtil;
import funkin.util.SortUtil;
import openfl.display.BlendMode;
import funkin.ui.freeplay.DifficultyDot;
import funkin.ui.debug.charting.ChartEditorState;
#if FEATURE_DISCORD_RPC
import funkin.api.discord.DiscordClient;
#end
#if FEATURE_TOUCH_CONTROLS
import funkin.util.TouchUtil;
import funkin.util.SwipeUtil;
import funkin.mobile.input.ControlsHandler;
#end
/**
* The state for the freeplay menu, allowing the player to select any song to play.
*/
@:nullSafety
class FreeplayState extends MusicBeatSubState
{
//
// Params
//
/**
* The current character for this FreeplayState.
* You can't change this without transitioning to a new FreeplayState.
*/
final currentCharacterId:String;
final currentCharacter:PlayableCharacter;
/**
* For the audio preview, the duration of the fade-in effect.
*/
public static final FADE_IN_DURATION:Float = 0.5;
/**
* For the audio preview, the duration of the fade-out effect.
*
*/
public static final FADE_OUT_DURATION:Float = 0.25;
/**
* For the audio preview, the volume at which the fade-in starts.
*/
public static final FADE_IN_START_VOLUME:Float = 0.25;
/**
* For the audio preview, the volume at which the fade-in ends.
*/
public static final FADE_IN_END_VOLUME:Float = 1.0;
/**
* For the audio preview, the volume at which the fade-out starts.
*/
public static final FADE_OUT_END_VOLUME:Float = 0.0;
/**
* For scaling some sprites on wide displays.
*/
public static var CUTOUT_WIDTH:Float = FullScreenScaleMode.gameCutoutSize.x / 1.5;
/**
* For positioning the DJ on wide displays.
*/
public static final DJ_POS_MULTI:Float = 0.44;
/**
* For positioning the songs list on wide displays.
*/
public static final SONGS_POS_MULTI:Float = 0.75;
/**
* For positioning the difficulty dots.
*/
public static final DEFAULT_DOTS_GROUP_POS:Array<Int> = [260, 170];
var songs:Array<Null<FreeplaySongData>> = [];
var curSelected:Int = 0;
// curSelectedFloat is used for mobile to get "inbetween" selections for swipe/scrolling/momentum stuff
var curSelectedFloat:Float = 0;
/**
* Currently selected difficulty, in string form.
*/
var currentDifficulty:String = Constants.DEFAULT_DIFFICULTY;
/**
* Current variation: default, erect, pico, bf, etc.
*/
var currentVariation:String = Constants.DEFAULT_VARIATION;
public var fp:FreeplayScore;
var txtCompletion:AtlasText;
var lerpCompletion:Float = 0;
var intendedCompletion:Float = 0;
var lerpScore:Float = 0;
var intendedScore:Int = 0;
var grpDifficulties:FlxTypedSpriteGroup<DifficultySprite>;
var difficultyDots:FlxTypedSpriteGroup<DifficultyDot>;
/**
* Bit of a utility var to get the currently displayed DifficultySprite
*
* The getter looks like this
* `return grpDifficulties.members.filter(d -> d.difficultyId == currentDifficulty)[0];`
*/
var currentDifficultySprite(get, never):DifficultySprite;
function get_currentDifficultySprite():DifficultySprite
{
return grpDifficulties.members.filter(d -> d.difficultyId == currentDifficulty)[0];
}
/**
* Another utility var, this one gets our current selected capsule easily
*/
var currentCapsule(get, never):SongMenuItem;
function get_currentCapsule():SongMenuItem
{
return grpCapsules.members[curSelected];
}
var grpCapsules:FlxTypedGroup<SongMenuItem>;
var dj:Null<FreeplayDJ> = null;
#if FEATURE_TOUCH_CONTROLS
// For proper hitbox detection, flxanimate doesn't work with touch overlap!!
var djHitbox:FlxObject = new FlxObject((CUTOUT_WIDTH * DJ_POS_MULTI), 320, 400, 400);
var capsuleHitbox:FlxObject = new FlxObject((CUTOUT_WIDTH * SONGS_POS_MULTI) + 380, 150, CUTOUT_WIDTH + 590, 576);
#end
var ostName:FlxText;
var albumRoll:AlbumRoll;
var charSelectHint:FlxText;
var letterSort:LetterSort;
var exitMovers:ExitMoverData = new Map();
var diffSelLeft:DifficultySelector;
var diffSelRight:DifficultySelector;
var exitMoversCharSel:ExitMoverData = new Map();
var stickerSubState:Null<StickerSubState> = null;
/**
* The difficulty we were on when this menu was last accessed.
*/
public static var rememberedDifficulty:String = Constants.DEFAULT_DIFFICULTY;
/**
* The song we were on when this menu was last accessed.
* NOTE: `null` if the last song was `Random`.
*/
public static var rememberedSongId:Null<String> = 'tutorial';
/**
* The character we were on when this menu was last accessed.
*/
public static var rememberedCharacterId:String = Constants.DEFAULT_CHARACTER;
/**
* The remembered variation we were on when this menu was last accessed.
*/
public static var rememberedVariation:String = Constants.DEFAULT_VARIATION;
public var funnyCam:FunkinCamera;
var rankCamera:FunkinCamera;
var rankBg:FunkinSprite;
var rankVignette:FlxSprite;
// We can use this without doing Null<BackingCard> because we initialize it in new()
/**
* The card behind the DJ !
*/
var backingCard:BackingCard;
/**
* The backing card that has the toned dots, right now we just use that one dad graphic dave cooked up
*/
public var backingImage:FunkinSprite;
public var angleMaskShader:AngleMask = new AngleMask();
var fadeShader:BlueFade = new BlueFade();
var fromResultsParams:Null<FromResultsParams> = null;
var prepForNewRank:Bool = false;
var styleData:Null<FreeplayStyle> = null;
var fromCharSelect:Bool = false;
public var freeplayArrow:Null<FlxText>;
public function new(?params:FreeplayStateParams, ?stickers:StickerSubState)
{
var fetchPlayableCharacter = function():PlayableCharacter {
var targetCharId = params?.character ?? rememberedCharacterId;
var result = PlayerRegistry.instance.fetchEntry(targetCharId);
if (result == null)
{
trace('No valid playable character with id ${targetCharId}');
result = PlayerRegistry.instance.fetchEntry(Constants.DEFAULT_CHARACTER);
if (result == null) throw 'WTH your default character is null?????';
}
return result;
};
currentCharacter = fetchPlayableCharacter();
currentCharacterId = currentCharacter.id;
currentVariation = rememberedVariation;
currentDifficulty = rememberedDifficulty;
styleData = FreeplayStyleRegistry.instance.fetchEntry(currentCharacter.getFreeplayStyleID());
rememberedCharacterId = currentCharacter?.id ?? Constants.DEFAULT_CHARACTER;
fromCharSelect = params?.fromCharSelect ?? false;
fromResultsParams = params?.fromResults;
prepForNewRank = fromResultsParams?.playRankAnim ?? false;
super(FlxColor.TRANSPARENT);
if (stickers?.members != null) stickerSubState = stickers;
var backingCardPrep:Null<BackingCard> = null;
if (PlayerRegistry.instance.hasNewCharacter())
{
backingCardPrep = new NewCharacterCard(currentCharacterId);
}
else
{
var allScriptedCards:Array<String> = ScriptedBackingCard.listScriptClasses();
for (cardClass in allScriptedCards)
{
var card:BackingCard = ScriptedBackingCard.init(cardClass, "unknown");
if (card.currentCharacter == currentCharacterId)
{
backingCardPrep = card;
break;
}
}
}
// Return the default backing card if there isn't one specific for the character.
backingCard = backingCardPrep ?? new BackingCard(currentCharacterId);
// We build a bunch of sprites BEFORE create() so we can guarantee they aren't null later on.
albumRoll = new AlbumRoll();
fp = new FreeplayScore(FlxG.width - (FullScreenScaleMode.gameNotchSize.x + 353), 60, 7, 100, styleData);
rankCamera = new FunkinCamera('rankCamera', 0, 0, FlxG.width, FlxG.height);
funnyCam = new FunkinCamera('freeplayFunny', 0, 0, FlxG.width, FlxG.height);
grpCapsules = new FlxTypedGroup<SongMenuItem>();
grpDifficulties = new FlxTypedSpriteGroup<DifficultySprite>(-300, 80);
difficultyDots = new FlxTypedSpriteGroup<DifficultyDot>(DEFAULT_DOTS_GROUP_POS[0], DEFAULT_DOTS_GROUP_POS[1]);
letterSort = new LetterSort((CUTOUT_WIDTH * SONGS_POS_MULTI) + 400, 75);
rankBg = new FunkinSprite(0, 0);
rankVignette = new FlxSprite(0, 0).loadGraphic(Paths.image('freeplay/rankVignette'));
sparks = new FlxSprite(0, 0);
sparksADD = new FlxSprite(0, 0);
txtCompletion = new AtlasText(FlxG.width - (FullScreenScaleMode.gameNotchSize.x + 95), 87, '69', AtlasFont.FREEPLAY_CLEAR);
ostName = new FlxText(8 - FullScreenScaleMode.gameNotchSize.x, 8, FlxG.width - 8 - 8, 'OFFICIAL OST', 48);
charSelectHint = new FlxText(-40, 18, FlxG.width - 8 - 8, 'Press [ LOL ] to change characters', 32);
backingImage = FunkinSprite.create(backingCard.pinkBack.width * 0.74, 0, styleData == null ? 'freeplay/freeplayBGweek1-bf' : styleData.getBgAssetKey());
// TODO: refactor DifficultySelector to *not* use `this` as input? Handle it's animations and style data in different manner
diffSelLeft = new DifficultySelector((CUTOUT_WIDTH * DJ_POS_MULTI) + 20, grpDifficulties.y - 10, false, controls, styleData);
diffSelRight = new DifficultySelector((CUTOUT_WIDTH * DJ_POS_MULTI) + 325, grpDifficulties.y - 10, true, controls, styleData);
}
override function create():Void
{
super.create();
FlxG.state.persistentUpdate = false;
FlxTransitionableState.skipNextTransIn = true;
var fadeShaderFilter:ShaderFilter = new ShaderFilter(fadeShader);
funnyCam.filters = [fadeShaderFilter];
funnyCam.filtersEnabled = false;
if (stickerSubState != null)
{
this.persistentUpdate = true;
this.persistentDraw = true;
openSubState(stickerSubState);
stickerSubState.degenStickers();
}
#if FEATURE_DISCORD_RPC
// Updating Discord Rich Presence
DiscordClient.instance.setPresence({state: 'In the Menus', details: null});
#end
// Block input until the intro finishes.
controls.active = false;
// Add a null entry that represents the RANDOM option
songs.push(null);
// programmatically adds the songs via LevelRegistry and SongRegistry
for (levelId in LevelRegistry.instance.listSortedLevelIds())
{
var level:Null<Level> = LevelRegistry.instance.fetchEntry(levelId);
if (level == null)
{
trace('[WARN] Could not find level with id (${levelId})');
continue;
}
for (songId in level.getSongs())
{
var song:Null<Song> = SongRegistry.instance.fetchEntry(songId, {variation: currentVariation});
if (song == null)
{
trace('[WARN] Could not find song with id (${songId})');
continue;
}
songs.push(new FreeplaySongData(songId, level, this));
}
}
// LOAD MUSIC
// LOAD CHARACTERS
trace(FlxG.width);
trace(FlxG.camera.zoom);
trace(FlxG.camera.initialZoom);
trace(FlxCamera.defaultZoom);
backingCard.instance = this;
add(backingCard);
ScriptEventDispatcher.callEvent(backingCard, new ScriptEvent(CREATE, false));
backingCard.applyExitMovers(exitMovers, exitMoversCharSel);
if (currentCharacter?.getFreeplayDJData() != null)
{
dj = new FreeplayDJ((CUTOUT_WIDTH * DJ_POS_MULTI) + 640, 366, currentCharacterId);
exitMovers.set([dj],
{
x: -dj.width * 1.6,
speed: 0.5
});
add(dj);
exitMoversCharSel.set([dj],
{
y: -175,
speed: 0.8,
wait: 0.1
});
}
backingImage.shader = angleMaskShader;
backingImage.visible = false;
#if FEATURE_TOUCH_CONTROLS
if (dj != null) djHitbox.cameras = dj.cameras;
djHitbox.active = false;
add(djHitbox);
capsuleHitbox.cameras = [funnyCam];
capsuleHitbox.active = false;
add(capsuleHitbox);
#end
var blackOverlayBullshitLOLXD:FlxSprite = new FlxSprite(FlxG.width).makeGraphic(Std.int(backingImage.width), Std.int(backingImage.height), FlxColor.BLACK);
add(blackOverlayBullshitLOLXD); // used to mask the text lol!
// this makes the texture sizes consistent, for the angle shader
backingImage.setGraphicSize(0, FlxG.height);
blackOverlayBullshitLOLXD.setGraphicSize(0, FlxG.height);
backingImage.updateHitbox();
blackOverlayBullshitLOLXD.updateHitbox();
exitMovers.set([blackOverlayBullshitLOLXD, backingImage],
{
x: FlxG.width * 1.5,
speed: 0.4,
wait: 0
});
exitMoversCharSel.set([blackOverlayBullshitLOLXD, backingImage],
{
y: -100,
speed: 0.8,
wait: 0.1
});
add(grpDifficulties);
add(difficultyDots);
add(backingImage);
// backingCard.pinkBack.width * 0.74
blackOverlayBullshitLOLXD.shader = backingImage.shader;
rankBg.makeSolidColor(FlxG.width, FlxG.height, 0xD3000000);
add(rankBg);
add(grpCapsules);
exitMovers.set([grpDifficulties],
{
x: -300,
speed: 0.25,
wait: 0
});
exitMoversCharSel.set([grpDifficulties],
{
y: -270,
speed: 0.8,
wait: 0.1
});
for (diffId in Constants.DEFAULT_DIFFICULTY_LIST_FULL)
{
var diffSprite:DifficultySprite = new DifficultySprite(diffId);
diffSprite.visible = diffId == Constants.DEFAULT_DIFFICULTY;
diffSprite.height *= 2.5;
grpDifficulties.add(diffSprite);
}
for (i in 0...Constants.DEFAULT_DIFFICULTY_LIST_FULL.length)
{
var dot:DifficultyDot = new DifficultyDot(Constants.DEFAULT_DIFFICULTY_LIST_FULL[i], i);
difficultyDots.add(dot);
}
albumRoll.albumId = null;
albumRoll.visible = false;
albumRoll.applyExitMovers(exitMovers, exitMoversCharSel);
add(albumRoll);
var overhangStuff:FlxSprite = new FlxSprite().makeGraphic(FlxG.width, 164, FlxColor.BLACK);
overhangStuff.y -= overhangStuff.height;
if (fromCharSelect)
{
blackOverlayBullshitLOLXD.visible = false;
overhangStuff.y = -100;
backingCard.skipIntroTween();
}
else
{
FlxTween.tween(overhangStuff, {y: -100}, 0.3, {ease: FlxEase.quartOut});
FlxTween.tween(blackOverlayBullshitLOLXD, {x: backingImage.x}, 0.7, {ease: FlxEase.quintOut});
}
var topLeftCornerText:FlxText = new FlxText(Math.max(FullScreenScaleMode.gameNotchSize.x, 8), 8, 0, 'FREEPLAY', 48);
topLeftCornerText.font = 'VCR OSD Mono';
topLeftCornerText.visible = false;
var freeplayTxtBg:FlxSprite = new FlxSprite().makeGraphic(Math.round(topLeftCornerText.width + 16), Math.round(topLeftCornerText.height + 16),
FlxColor.BLACK);
freeplayTxtBg.x = topLeftCornerText.x - 8;
freeplayTxtBg.visible = false;
freeplayArrow = new FlxText(Math.max(FullScreenScaleMode.gameNotchSize.x, 8), 8, 0, '<---', 48);
freeplayArrow.font = 'VCR OSD Mono';
freeplayArrow.visible = false;
ostName.font = 'VCR OSD Mono';
ostName.alignment = RIGHT;
ostName.visible = false;
charSelectHint.alignment = CENTER;
charSelectHint.font = "5by7";
charSelectHint.color = 0xFF5F5F5F;
#if FEATURE_TOUCH_CONTROLS
if (ControlsHandler.usingExternalInputDevice)
charSelectHint.text = 'Press [ ${controls.getDialogueNameFromControl(FREEPLAY_CHAR_SELECT, true)} ] to change characters';
else
charSelectHint.text = 'Tap the DJ to change characters';
#else
charSelectHint.text = 'Press [ ${controls.getDialogueNameFromControl(FREEPLAY_CHAR_SELECT, true)} ] to change characters';
#end
if (!fromCharSelect)
{
charSelectHint.y -= 100;
FlxTween.tween(charSelectHint, {y: charSelectHint.y + 100}, 0.8, {ease: FlxEase.quartOut});
}
exitMovers.set([
overhangStuff,
topLeftCornerText,
ostName,
charSelectHint,
freeplayTxtBg,
freeplayArrow
],
{
y: -overhangStuff.height,
x: 0,
speed: 0.2,
wait: 0
});
exitMoversCharSel.set([
overhangStuff,
topLeftCornerText,
ostName,
charSelectHint,
freeplayTxtBg,
freeplayArrow
],
{
y: -300,
speed: 0.8,
wait: 0.1
});
var sillyStroke:StrokeShader = new StrokeShader(0xFFFFFFFF, 2, 2);
topLeftCornerText.shader = sillyStroke;
freeplayArrow.shader = sillyStroke;
ostName.shader = sillyStroke;
var fnfHighscoreSpr:FlxSprite = new FlxSprite(FlxG.width - (FullScreenScaleMode.gameNotchSize.x + 420), 70);
fnfHighscoreSpr.frames = Paths.getSparrowAtlas('freeplay/highscore');
fnfHighscoreSpr.animation.addByPrefix('highscore', 'highscore small instance 1', 24, false);
fnfHighscoreSpr.visible = false;
fnfHighscoreSpr.setGraphicSize(0, Std.int(fnfHighscoreSpr.height * 1));
fnfHighscoreSpr.updateHitbox();
add(fnfHighscoreSpr);
new FlxTimer().start(FlxG.random.float(12, 50), function(tmr) {
fnfHighscoreSpr.animation.play('highscore');
tmr.time = FlxG.random.float(20, 60);
}, 0);
fp.visible = false;
add(fp);
var clearBoxSprite:FlxSprite = new FlxSprite(FlxG.width - (FullScreenScaleMode.gameNotchSize.x + 115), 65).loadGraphic(Paths.image('freeplay/clearBox'));
clearBoxSprite.visible = false;
add(clearBoxSprite);
txtCompletion.visible = false;
add(txtCompletion);
add(letterSort);
letterSort.visible = false;
letterSort.instance = this;
exitMovers.set([letterSort],
{
y: -100,
speed: 0.3
});
exitMoversCharSel.set([letterSort],
{
y: -270,
speed: 0.8,
wait: 0.1
});
// Reminder, this is a callback function being set, rather than these being called here in create()
letterSort.changeSelectionCallback = (str) -> {
var curSong:Null<FreeplaySongData> = currentCapsule?.freeplayData;
currentCapsule.selected = false;
switch (str)
{
case 'fav':
generateSongList({filterType: FAVORITE}, true, false);
case 'ALL':
generateSongList(null, true, false);
case '#':
generateSongList({filterType: REGEXP, filterData: '0-9'}, true, false);
default:
generateSongList({filterType: REGEXP, filterData: str}, true, false);
}
// If the current song is still in the list, or if it was random, we'll land on it
// Otherwise we want to land on the first song of the group, rather than random song when changing letter sorts
// that is, only if there's more than one song in the group!
if (curSong == null || currentFilteredSongs.contains(curSong))
{
changeSelection();
}
else if (grpCapsules.members.length > 0)
{
curSelected = 1;
changeSelection();
}
};
exitMovers.set([fp, txtCompletion, fnfHighscoreSpr, clearBoxSprite],
{
x: FlxG.width,
speed: 0.3
});
exitMoversCharSel.set([fp, txtCompletion, fnfHighscoreSpr, clearBoxSprite],
{
y: -270,
speed: 0.8,
wait: 0.1
});
diffSelLeft.visible = false;
add(diffSelLeft);
diffSelRight.visible = false;
add(diffSelRight);
// putting these here to fix the layering
add(overhangStuff);
add(freeplayArrow);
add(freeplayTxtBg);
add(topLeftCornerText);
add(ostName);
if (PlayerRegistry.instance.countUnlockedCharacters() > 1)
{
add(charSelectHint);
}
// be careful not to "add()" things in here unless it's to a group that's already added to the state
// otherwise it won't be properly attatched to funnyCamera (relavent code should be at the bottom of create())
var onDJIntroDone:Void->Void = function() {
controls.active = true;
// when boyfriend hits dat shiii
albumRoll.playIntro();
albumRoll.albumId = currentCapsule.freeplayData?.data.getAlbumId(currentDifficulty, currentVariation);
if (!fromCharSelect)
{
// render optimisation
if (_parentState != null) _parentState.persistentDraw = false;
FlxTween.color(backingImage, 0.6, 0xFF000000, 0xFFFFFFFF,
{
ease: FlxEase.expoOut,
onUpdate: function(_) {
angleMaskShader.extraColor = backingImage.color;
},
onComplete: function(_) {
blackOverlayBullshitLOLXD.visible = false;
}
});
}
FlxTween.cancelTweensOf(grpDifficulties);
for (diff in grpDifficulties.group.members)
{
if (diff == null) continue;
FlxTween.cancelTweensOf(diff);
FlxTween.tween(diff, {x: (CUTOUT_WIDTH * DJ_POS_MULTI) + 90}, 0.6, {ease: FlxEase.quartOut});
diff.y = 80;
diff.visible = diff == currentDifficultySprite;
}
FlxTween.tween(grpDifficulties, {x: (CUTOUT_WIDTH * DJ_POS_MULTI) + 90}, 0.6, {ease: FlxEase.quartOut});
diffSelLeft.visible = true;
diffSelRight.visible = true;
letterSort.visible = true;
exitMovers.set([diffSelLeft, diffSelRight],
{
x: -diffSelLeft.width * 2,
speed: 0.26
});
exitMoversCharSel.set([diffSelLeft, diffSelRight],
{
y: -270,
speed: 0.8,
wait: 0.1
});
new FlxTimer().start(1 / 24, function(handShit) {
fnfHighscoreSpr.visible = true;
topLeftCornerText.visible = true;
freeplayTxtBg.visible = true;
if (freeplayArrow != null) freeplayArrow.visible = true;
ostName.visible = true;
fp.visible = true;
fp.updateScore(0);
clearBoxSprite.visible = true;
txtCompletion.visible = true;
intendedCompletion = 0;
new FlxTimer().start(1.5 / 24, function(bold) {
sillyStroke.width = 0;
sillyStroke.height = 0;
changeSelection();
});
});
backingImage.visible = true;
backingCard.introDone();
if (prepForNewRank && fromResultsParams != null)
{
rankAnimStart(fromResultsParams, currentCapsule);
albumRoll.skipIntro();
albumRoll.showStars();
}
else if (fromCharSelect)
{
albumRoll.skipIntro();
albumRoll.showStars();
}
refreshDots(5, Constants.DEFAULT_DIFFICULTY_LIST_FULL.indexOf(currentDifficulty), Constants.DEFAULT_DIFFICULTY_LIST_FULL.indexOf(currentDifficulty));
fadeDots(true);
#if FEATURE_TOUCH_CONTROLS
FlxG.touches.swipeThreshold.x = 60;
#end
};
// Generates song list with the starter params (who our current character is, last remembered difficulty, etc.)
// Set this to false if you prefer the 50% transparency on the capsules when they first appear.
generateSongList(null, true);
// dedicated camera for the state so we don't need to fuk around with camera scrolls from the mainmenu / elsewhere
funnyCam.bgColor = FlxColor.TRANSPARENT;
FlxG.cameras.add(funnyCam, false);
rankVignette.scale.set(2 * FullScreenScaleMode.wideScale.x, 2 * FullScreenScaleMode.wideScale.y);
rankVignette.updateHitbox();
rankVignette.blend = BlendMode.ADD;
// rankVignette.cameras = [rankCamera];
add(rankVignette);
rankVignette.alpha = 0;
forEach(function(bs) {
bs.cameras = [funnyCam];
});
rankCamera.bgColor = FlxColor.TRANSPARENT;
FlxG.cameras.add(rankCamera, false);
rankBg.cameras = [rankCamera];
rankBg.alpha = 0;
#if FEATURE_TOUCH_CONTROLS
addBackButton(FlxG.width, FlxG.height - 200, FlxColor.WHITE, goBack, 0.3, true);
FlxTween.tween(backButton, {x: FlxG.width - 230}, 0.5, {ease: FlxEase.expoOut});
#end
if (prepForNewRank)
{
rankCamera.fade(0xFF000000, 0, false, null, true);
}
if (fromCharSelect)
{
enterFromCharSel();
onDJIntroDone();
}
else
{
if (dj != null)
{
dj.onIntroDone.add(onDJIntroDone);
}
else
{
onDJIntroDone();
}
}
}
override public function dispatchEvent(event:ScriptEvent)
{
super.dispatchEvent(event);
if (backingCard != null) ScriptEventDispatcher.callEvent(backingCard, event);
}
var currentFilter:Null<SongFilter> = null;
var currentFilteredSongs:Array<Null<FreeplaySongData>> = [];
/**
* Given the current filter, rebuild the current song list and display it.
* Automatically takes into account currentDifficulty, character, and variation
*
* @param filterStuff A filter to apply to the song list (regex, startswith, all, favorite)
* @param force Whether the capsules should "jump" back in or not using their animation
* @param onlyIfChanged Only apply the filter if the song list has changed
* @param noJumpIn Will not call the jump-in function, used when changing difficulties to update the song list correctly without this happening twice
*/
public function generateSongList(filterStuff:Null<SongFilter>, force:Bool = false, onlyIfChanged:Bool = true, noJumpIn:Bool = false):Void
{
var tempSongs:Array<Null<FreeplaySongData>> = songs;
if (filterStuff != null) tempSongs = sortSongs(tempSongs, filterStuff);
tempSongs = tempSongs.filter(song -> {
if (song == null) return true; // Random
// Available variations for current character. We get this since bf is usually `default` variation, and `pico` is `pico`
// but sometimes pico can be the default variation (weekend 1 songs), and bf can be `bf` variation (darnell)
var characterVariations:Array<String> = song.data.getVariationsByCharacter(currentCharacter);
// Gets all available difficulties for our character, via our available variations
var difficultiesAvailable:Array<String> = song.data.listDifficulties(null, characterVariations);
return difficultiesAvailable.contains(currentDifficulty);
});
if (onlyIfChanged)
{
if (tempSongs.isEqualUnordered(currentFilteredSongs))
{
// If the song list is the same, we don't need to generate a new list.
// Instead, we just apply the jump-in animation to the existing capsules.
for (capsule in grpCapsules.members)
{
if (!noJumpIn)
{
capsule.initPosition(FlxG.width, 0);
capsule.initJumpIn(0, force);
}
}
// Stop processing.
return;
}
}
// Only now do we know that the filter is actually changing.
currentFilter = filterStuff;
currentFilteredSongs = tempSongs;
curSelected = 0;
grpCapsules.killMembers();
// Initialize the random capsule, with empty/blank info (which we display once bf/pico does his hand)
var randomCapsule:SongMenuItem = grpCapsules.recycle(SongMenuItem);
randomCapsule.initRandom(styleData);
randomCapsule.onConfirm = function() {
capsuleOnConfirmRandom(randomCapsule);
};
if (fromCharSelect || noJumpIn) randomCapsule.forcePosition();
else
{
randomCapsule.initJumpIn(0, force);
}
var hsvShader:HSVShader = new HSVShader();
randomCapsule.hsvShader = hsvShader;
grpCapsules.add(randomCapsule);
for (i in 0...tempSongs.length)
{
var tempSong = tempSongs[i];
if (tempSong == null) continue;
var funnyMenu:SongMenuItem = grpCapsules.recycle(SongMenuItem);
funnyMenu.initPosition(FlxG.width, 0);
funnyMenu.initData(tempSong, styleData, i + 1);
funnyMenu.onConfirm = function() {
capsuleOnOpenDefault(funnyMenu);
};
funnyMenu.y = funnyMenu.intendedY(i + 1) + 10;
funnyMenu.targetPos.x = funnyMenu.x;
funnyMenu.ID = i;
funnyMenu.capsule.alpha = 0.5;
funnyMenu.hsvShader = hsvShader;
funnyMenu.newText.animation.curAnim.curFrame = 45 - ((i * 4) % 45);
// Stop the bounce-in animation when returning to freeplay from the character selection screen, or if noJumpIn is set to true
if (fromCharSelect || noJumpIn) funnyMenu.forcePosition();
else
funnyMenu.initJumpIn(0, force);
grpCapsules.add(funnyMenu);
// add(funnyMenu.theActualHitbox);
}
FlxG.console.registerFunction('changeSelection', changeSelection);
rememberSelection();
changeSelection();
refreshCapsuleDisplays();
}
/**
* Filters an array of songs based on a filter
* @param songsToFilter What data to use when filtering
* @param songFilter The filter to apply
* @return Array<FreeplaySongData>
*/
public function sortSongs(songsToFilter:Array<Null<FreeplaySongData>>, songFilter:SongFilter):Array<Null<FreeplaySongData>>
{
var filterAlphabetically = function(a:Null<FreeplaySongData>, b:Null<FreeplaySongData>):Int {
return SortUtil.alphabetically(a?.data.songName ?? '', b?.data.songName ?? '');
};
switch (songFilter.filterType)
{
case REGEXP:
// filterStuff.filterData has a string with the first letter of the sorting range, and the second one
// this creates a filter to return all the songs that start with a letter between those two
// if filterData looks like "A-C", the regex should look something like this: ^[A-C].*
// to get every song that starts between A and C
var filterRegexp:EReg = new EReg('^[' + songFilter.filterData + '].*', 'i');
songsToFilter = songsToFilter.filter(filteredSong -> {
if (filteredSong == null) return true; // Random
return filterRegexp.match(filteredSong.data.songName);
});
songsToFilter.sort(filterAlphabetically);
case STARTSWITH:
// extra note: this is essentially a "search"
songsToFilter = songsToFilter.filter(filteredSong -> {
if (filteredSong == null) return true; // Random
return filteredSong.data.songName.toLowerCase().startsWith(songFilter.filterData ?? '');
});
case ALL:
// no filter!
case FAVORITE:
// sort favorites by week, not alphabetically
songsToFilter = songsToFilter.filter(filteredSong -> {
if (filteredSong == null) return true; // Random
return filteredSong.isFav;
});
default:
// return all on default
}
return songsToFilter;
}
var sparks:FlxSprite;
var sparksADD:FlxSprite;
function rankAnimStart(fromResults:FromResultsParams, capsuleToRank:SongMenuItem):Void
{
controls.active = false;
// We get the current selected capsule, in-case someone changes the song selection during a timer
capsuleToRank.sparkle.alpha = 0;
// capsuleToRank.forcePosition();
rememberedSongId = fromResults.songId;
rememberedDifficulty = fromResults.difficultyId;
capsuleToRank.fakeRanking.visible = true;
capsuleToRank.fakeRanking.alpha = 0; // If this isn't done, you'd see a tiny E being replaced for the first rank
changeSelection();
changeDiff();
if (fromResultsParams?.newRank == SHIT)
{
dj?.fistPumpLossIntro();
}
else
{
dj?.fistPumpIntro();
}
// rankCamera.fade(FlxColor.BLACK, 0.5, true);
rankCamera.fade(0xFF000000, 0.5, true, null, true);
if (FlxG.sound.music != null) FlxG.sound.music.volume = 0;
rankBg.alpha = 1;
if (fromResults.oldRank != null)
{
capsuleToRank.fakeRanking.rank = fromResults.oldRank;
sparks.frames = Paths.getSparrowAtlas('freeplay/sparks');
sparks.animation.addByPrefix('sparks', 'sparks', 24, false);
sparks.visible = false;
sparks.blend = BlendMode.ADD;
sparks.setPosition(517, 134);
sparks.scale.set(0.5, 0.5);
add(sparks);
sparks.cameras = [rankCamera];
sparksADD.visible = false;
sparksADD.frames = Paths.getSparrowAtlas('freeplay/sparksadd');
sparksADD.animation.addByPrefix('sparks add', 'sparks add', 24, false);
sparksADD.setPosition(498, 116);
sparksADD.blend = BlendMode.ADD;
sparksADD.scale.set(0.5, 0.5);
add(sparksADD);
sparksADD.cameras = [rankCamera];
sparksADD.color = fromResults.oldRank.getRankingFreeplayColor();
// sparksADD.color = sparks.color;
capsuleToRank.fakeRanking.alpha = 1.0;
}
capsuleToRank.doLerp = false;
// originalPos.x = capsuleToRank.x;
// originalPos.y = capsuleToRank.y;
originalPos.x = (CUTOUT_WIDTH * SONGS_POS_MULTI) + 320.488;
originalPos.y = 235.6;
trace(originalPos);
capsuleToRank.ranking.visible = false;
// Rank animation vibrations.
HapticUtil.increasingVibrate(Constants.MIN_VIBRATION_AMPLITUDE, Constants.MAX_VIBRATION_AMPLITUDE, 0.6);
rankCamera.zoom = 1.85;
FlxTween.tween(rankCamera, {"zoom": 1.8}, 0.6, {ease: FlxEase.sineIn});
funnyCam.zoom = 1.15;
FlxTween.tween(funnyCam, {"zoom": 1.1}, 0.6, {ease: FlxEase.sineIn});
capsuleToRank.cameras = [rankCamera];
// capsuleToRank.targetPos.set((FlxG.width / 2) - (capsuleToRank.width / 2),
// (FlxG.height / 2) - (capsuleToRank.height / 2));
capsuleToRank.setPosition((FlxG.width / 2) - (capsuleToRank.width / 2), (FlxG.height / 2) - (capsuleToRank.height / 2));
new FlxTimer().start(0.5, _ -> {
rankDisplayNew(fromResults, capsuleToRank);
});
}
function rankDisplayNew(fromResults:Null<FromResultsParams>, capsuleToRank:SongMenuItem):Void
{
capsuleToRank.ranking.visible = false;
capsuleToRank.fakeRanking.visible = false;
capsuleToRank.ranking.scale.set(20, 20);
if (fromResults != null && fromResults.newRank != null)
{
capsuleToRank.ranking.playAnimationEach(fromResults.newRank.getFreeplayRankIconAsset(), true);
}
FlxTween.tween(capsuleToRank.ranking, {"scale.x": 0.9, "scale.y": 0.9}, 0.1);
new FlxTimer().start(0.1, _ -> {
capsuleToRank.ranking.visible = true;
if (fromResults?.oldRank != null)
{
capsuleToRank.fakeRanking.visible = false;
sparks.visible = true;
sparksADD.visible = true;
sparks.animation.play('sparks', true);
sparksADD.animation.play('sparks add', true);
sparks.animation.onFinish.add(anim -> {
sparks.visible = false;
sparksADD.visible = false;
});
}
switch (fromResultsParams?.newRank)
{
case SHIT:
FunkinSound.playOnce(Paths.sound('ranks/rankinbad'));
case PERFECT:
FunkinSound.playOnce(Paths.sound('ranks/rankinperfect'));
case PERFECT_GOLD:
FunkinSound.playOnce(Paths.sound('ranks/rankinperfect'));
default:
FunkinSound.playOnce(Paths.sound('ranks/rankinnormal'));
}
rankCamera.zoom = 1.3;
FlxTween.tween(rankCamera, {"zoom": 1.5}, 0.3, {ease: FlxEase.backInOut});
capsuleToRank.x -= 10;
capsuleToRank.y -= 20;
FlxTween.tween(funnyCam, {"zoom": 1.05}, 0.3, {ease: FlxEase.elasticOut});
capsuleToRank.capsule.angle = -3;
FlxTween.tween(capsuleToRank.capsule, {angle: 0}, 0.5, {ease: FlxEase.backOut});
IntervalShake.shake(capsuleToRank.capsule, 0.3, 1 / 30, 0.1, 0, FlxEase.quadOut);
});
new FlxTimer().start(0.4, _ -> {
FlxTween.tween(funnyCam, {"zoom": 1}, 0.8, {ease: FlxEase.sineIn});
FlxTween.tween(rankCamera, {"zoom": 1.2}, 0.8, {ease: FlxEase.backIn});
FlxTween.tween(capsuleToRank, {x: originalPos.x - 7, y: originalPos.y - 80}, 0.8 + 0.5, {ease: FlxEase.quartIn});
});
new FlxTimer().start(0.6, _ -> {
rankAnimSlam(fromResults, capsuleToRank);
});
}
function rankAnimSlam(fromResultsParams:Null<FromResultsParams>, capsuleToRank:SongMenuItem):Void
{
// FlxTween.tween(rankCamera, {"zoom": 1.9}, 0.5, {ease: FlxEase.backOut});
FlxTween.tween(rankBg, {alpha: 0}, 0.5, {ease: FlxEase.expoIn});
// FlxTween.tween(capsuleToRank, {angle: 5}, 0.5, {ease: FlxEase.backIn});
switch (fromResultsParams?.newRank)
{
case SHIT:
FunkinSound.playOnce(Paths.sound('ranks/loss'));
case GOOD:
FunkinSound.playOnce(Paths.sound('ranks/good'));
case GREAT:
FunkinSound.playOnce(Paths.sound('ranks/great'));
case EXCELLENT:
FunkinSound.playOnce(Paths.sound('ranks/excellent'));
case PERFECT:
FunkinSound.playOnce(Paths.sound('ranks/perfect'));
case PERFECT_GOLD:
FunkinSound.playOnce(Paths.sound('ranks/perfect'));
default:
FunkinSound.playOnce(Paths.sound('ranks/loss'));
}
FlxTween.tween(capsuleToRank.targetPos, {x: originalPos.x, y: originalPos.y}, 0.5, {ease: FlxEase.expoOut});
new FlxTimer().start(0.5, _ -> {
// Capsule slam vibration.
HapticUtil.vibrate(Constants.DEFAULT_VIBRATION_PERIOD, Constants.DEFAULT_VIBRATION_DURATION, Constants.MAX_VIBRATION_AMPLITUDE);
funnyCam.shake(0.0045, 0.35);
if (fromResultsParams?.newRank == SHIT)
{
if (dj != null) dj.fistPumpLoss();
}
else
{
if (dj != null) dj.fistPump();
}
rankCamera.zoom = 0.8;
funnyCam.zoom = 0.8;
FlxTween.tween(rankCamera, {"zoom": 1}, 1, {ease: FlxEase.elasticOut});
FlxTween.tween(funnyCam, {"zoom": 1}, 0.8, {ease: FlxEase.elasticOut});
for (index => capsule in grpCapsules.members)
{
var distFromSelected:Float = Math.abs(index - curSelected) - 1;
if (distFromSelected < 5)
{
if (index == curSelected)
{
FlxTween.cancelTweensOf(capsule);
// capsule.targetPos.x += 50;
capsule.fadeAnim();
rankVignette.color = capsule.getTrailColor();
rankVignette.alpha = 1;
FlxTween.tween(rankVignette, {alpha: 0}, 0.6, {ease: FlxEase.expoOut});
capsule.doLerp = false;
capsule.setPosition(originalPos.x, originalPos.y);
IntervalShake.shake(capsule, 0.6, 1 / 24, 0.12, 0, FlxEase.quadOut, function(_) {
capsule.doLerp = true;
capsule.cameras = [funnyCam];
// NOW we can interact with the menu
controls.active = true;
capsule.sparkle.alpha = 0.7;
playCurSongPreview(capsule);
}, null);
// FlxTween.tween(capsule, {"targetPos.x": capsule.targetPos.x - 50}, 0.6,
// {
// ease: FlxEase.backInOut,
// onComplete: function(_) {
// capsule.cameras = [funnyCam];
// }
// });
FlxTween.tween(capsule, {angle: 0}, 0.5, {ease: FlxEase.backOut});
}
if (index > curSelected)
{
// capsule.color = FlxColor.RED;
new FlxTimer().start(distFromSelected / 20, _ -> {
capsule.doLerp = false;
capsule.capsule.angle = FlxG.random.float(-10 + (distFromSelected * 2), 10 - (distFromSelected * 2));
FlxTween.tween(capsule.capsule, {angle: 0}, 0.5, {ease: FlxEase.backOut});
IntervalShake.shake(capsule, 0.6, 1 / 24, 0.12 / (distFromSelected + 1), 0, FlxEase.quadOut, function(_) {
capsule.doLerp = true;
});
});
}
if (index < curSelected)
{
// capsule.color = FlxColor.BLUE;
new FlxTimer().start(distFromSelected / 20, _ -> {
capsule.doLerp = false;
capsule.capsule.angle = FlxG.random.float(-10 + (distFromSelected * 2), 10 - (distFromSelected * 2));
FlxTween.tween(capsule.capsule, {angle: 0}, 0.5, {ease: FlxEase.backOut});
IntervalShake.shake(capsule, 0.6, 1 / 24, 0.12 / (distFromSelected + 1), 0, FlxEase.quadOut, function(_) {
capsule.doLerp = true;
});
});
}
}
index += 1;
}
});
new FlxTimer().start(2, _ -> {
prepForNewRank = false;
});
}
var prevDotAmount:Int = 0;
function fadeDots(fadeIn:Bool):Void
{
for (i in 0...difficultyDots.group.members.length)
{
if (fadeIn)
{
difficultyDots.group.members[i].fadeIn();
}
else
{
difficultyDots.group.members[i].fadeOut();
}
}
}
function refreshDots(amount:Int, index:Int, prevIndex:Int):Void
{
var distance:Int = 30;
var groupOffset:Float = 14.7;
var shiftAmt:Float = (distance * amount) / 2;
var daSong:Null<FreeplaySongData> = currentCapsule.freeplayData;
final maxDotsPerRow:Int = 8;
if (difficultyDots.group.members.length > maxDotsPerRow)
{
difficultyDots.x = DEFAULT_DOTS_GROUP_POS[0] - groupOffset * (maxDotsPerRow - 1);
}
else
{
difficultyDots.x = DEFAULT_DOTS_GROUP_POS[0] - groupOffset * (difficultyDots.group.members.length - 1);
}
var curRow:Int = 0;
var curDot:Int = 0;
for (i in 0...difficultyDots.group.members.length)
{
// if (difficultyDots.group.members[i] == null) continue;
var targetState:DotState = SELECTED;
var targetType:DotType = NORMAL;
var diffId:String = difficultyDots.group.members[i].difficultyId;
difficultyDots.group.members[i].important = false;
if (i == index)
{
targetState = SELECTED;
}
else
{
if (i == prevIndex)
{
targetState = DESELECTING;
}
else
{
targetState = DESELECTED;
}
}
if (diffId == 'erect' || diffId == 'nightmare')
{
targetType = ERECT;
}
difficultyDots.group.members[i].visible = true;
difficultyDots.group.members[i].x = (CUTOUT_WIDTH * DJ_POS_MULTI) + ((difficultyDots.x + (distance * curDot)) - shiftAmt);
difficultyDots.group.members[i].y = DEFAULT_DOTS_GROUP_POS[1] + distance * curRow;
curDot++;
if (curDot >= maxDotsPerRow)
{
curDot = 0;
curRow++;
}
if (daSong?.data.hasDifficulty(diffId, daSong?.data.getFirstValidVariation(diffId, currentCharacter)) == false)
{
targetType = INACTIVE;
}
else
{
if (daSong?.isDifficultyNew(diffId) == true)
{
// at the moment, we don't want the other difficulties to show the pulse, cause the
// feature only works on new songs at the moment and its not particularly hard to find a new song on easy/normal/hard.
// eventually this will probably be moved to affect all types.
if (targetType == ERECT)
{
difficultyDots.group.members[i].important = true;
}
}
}
// originally was gonna hide the dots if erect/nightmare wasnt present, leaving this functionality just in case
// mods (or we) need to display a different amount
if (i > amount - 1 && amount != 5)
{
difficultyDots.group.members[i].visible = false;
}
difficultyDots.group.members[i].updateState(targetType, targetState);
}
prevDotAmount = amount;
}
function tryOpenCharSelect():Void
{
// Check if we have ACCESS to character select!
trace('Is Pico unlocked? ${PlayerRegistry.instance.fetchEntry('pico')?.isUnlocked()}');
trace('Number of characters: ${PlayerRegistry.instance.countUnlockedCharacters()}');
if (PlayerRegistry.instance.countUnlockedCharacters() > 1)
{
trace('Opening character select!');
}
else
{
trace('Not enough characters unlocked to open character select!');
FunkinSound.playOnce(Paths.sound('cancelMenu'));
return;
}
controls.active = false;
FunkinSound.playOnce(Paths.sound('confirmMenu'));
if (dj != null)
{
dj.toCharSelect();
}
// Get this character's transition delay, with a reasonable default.
var transitionDelay:Float = currentCharacter.getFreeplayDJData()?.getCharSelectTransitionDelay() ?? 0.25;
new FlxTimer().start(transitionDelay, _ -> {
transitionToCharSelect();
});
}
function transitionToCharSelect():Void
{
controls.active = false;
var transitionGradient:FlxSprite = new FlxSprite(0, 720).loadGraphic(Paths.image('freeplay/transitionGradient'));
transitionGradient.scale.set(1280, 1);
transitionGradient.updateHitbox();
transitionGradient.cameras = [rankCamera];
exitMoversCharSel.set([transitionGradient],
{
y: -720,
speed: 0.8,
wait: 0.1
});
add(transitionGradient);
for (index => capsule in grpCapsules.members)
{
var distFromSelected:Float = Math.abs(index - curSelected) - 1;
if (distFromSelected < 5)
{
capsule.doLerp = false;
exitMoversCharSel.set([capsule],
{
y: -250,
speed: 0.8,
wait: 0.1
});
}
}
fadeDots(false);
#if FEATURE_TOUCH_CONTROLS
FlxTween.tween(backButton, {alpha: 0.0001}, 0.4, {ease: FlxEase.quadOut});
#end
funnyCam.filtersEnabled = true;
fadeShader.fade(1.0, 0.0, 0.8, {ease: FlxEase.quadIn});
FlxG.sound.music?.fadeOut(0.9, 0);
// Passing the currrent Freeplay character to the CharSelect so we can start it with that character selected
new FlxTimer().start(0.9, _ -> {
FlxG.switchState(() -> new funkin.ui.charSelect.CharSelectSubState({character: currentCharacterId}));
});
for (grpSpr in exitMoversCharSel.keys())
{
if (exitMoversCharSel.get(grpSpr) == null) continue;
for (spr in grpSpr)
{
if (spr == null) continue;
var moveDataY = exitMoversCharSel.get(grpSpr)?.y ?? spr.y;
var moveDataSpeed = exitMoversCharSel.get(grpSpr)?.speed ?? 0.2;
FlxTween.tween(spr, {y: moveDataY + spr.y}, moveDataSpeed, {ease: FlxEase.backIn});
}
}
backingCard.enterCharSel();
}
function enterFromCharSel():Void
{
controls.active = false;
if (_parentState != null) _parentState.persistentDraw = false;
var transitionGradient = new FlxSprite(0, 720).loadGraphic(Paths.image('freeplay/transitionGradient'));
transitionGradient.scale.set(1280, 1);
transitionGradient.updateHitbox();
transitionGradient.cameras = [rankCamera];
exitMoversCharSel.set([transitionGradient],
{
y: -720,
speed: 1.5,
wait: 0.1
});
add(transitionGradient);
funnyCam.filtersEnabled = true;
fadeShader.fade(0.0, 1.0, 0.8, {ease: FlxEase.quadIn, onComplete: (twn) -> funnyCam.filtersEnabled = false});
for (grpSpr in exitMoversCharSel.keys())
{
if (exitMoversCharSel.get(grpSpr) == null) continue;
for (spr in grpSpr)
{
if (spr == null) continue;
var moveDataY = exitMoversCharSel.get(grpSpr)?.y ?? spr.y;
var moveDataSpeed = exitMoversCharSel.get(grpSpr)?.speed ?? 0.2;
spr.y += moveDataY;
FlxTween.tween(spr, {y: spr.y - moveDataY}, moveDataSpeed * 1.2,
{
ease: FlxEase.expoOut,
onComplete: function(_) {
for (index => capsule in grpCapsules.members)
{
capsule.doLerp = true;
fromCharSelect = false;
controls.active = true;
}
}
});
}
}
// TODO: i have no fucking idea why the dj position is shitty when entering from char select
// the easiest way is to just snap them back into place
if (dj != null) dj.setPosition((CUTOUT_WIDTH * DJ_POS_MULTI) + 640, 366);
}
var spamTimer:Float = 0;
var spamming:Bool = false;
var originalPos:FlxPoint = new FlxPoint();
var hintTimer:Float = 0;
var allowPicoBulletsVibration:Bool = false;
var backTransitioning:Bool = false;
override function update(elapsed:Float):Void
{
super.update(elapsed);
#if FEATURE_TOUCH_CONTROLS
if (backButton != null && !backTransitioning)
{
if (!controls.active)
{
backButton.animation.play("idle");
backButton.alpha = backButton.restingOpacity;
}
backButton.active = controls.active;
}
#end
if (charSelectHint != null)
{
hintTimer += elapsed * 2;
var targetAmt:Float = (Math.sin(hintTimer) + 1) / 2;
charSelectHint.alpha = FlxMath.lerp(0.3, 0.9, targetAmt);
}
#if FEATURE_DEBUG_FUNCTIONS
if (FlxG.keys.justPressed.P)
{
FlxG.switchState(() -> FreeplayState.build(
{
{
character: currentCharacterId == "pico" ? Constants.DEFAULT_CHARACTER : "pico",
}
}));
}
if (FlxG.keys.justPressed.T)
{
rankAnimStart(fromResultsParams ??
{
playRankAnim: true,
newRank: PERFECT_GOLD,
songId: "tutorial",
difficultyId: "hard"
}, currentCapsule);
}
#end // ^<-- FEATURE_DEBUG_FUNCTIONS
if ((controls.FREEPLAY_CHAR_SELECT #if FEATURE_TOUCH_CONTROLS
|| (TouchUtil.pressAction(djHitbox, funnyCam, false) && !SwipeUtil.swipeAny) #end)
&& controls.active
&& !FlxG.debugger.visible)
{
tryOpenCharSelect();
}
if (controls.FREEPLAY_FAVORITE && controls.active) favoriteSong();
if (controls.FREEPLAY_JUMP_TO_TOP && controls.active) changeSelection(-curSelected);
if (controls.FREEPLAY_JUMP_TO_BOTTOM && controls.active) changeSelection(grpCapsules.countLiving() - curSelected - 1);
lerpScoreDisplays();
handleInputs(elapsed);
if (dj != null) FlxG.watch.addQuick('dj-anim', dj.getCurrentAnimation());
// If the allowPicoBulletsVibration is true, trigger vibration each update (for pico shooting bullets animation).
if (allowPicoBulletsVibration) HapticUtil.vibrate(0, 0.01, (Constants.MAX_VIBRATION_AMPLITUDE / 3) * 2.5);
}
function lerpScoreDisplays():Void
{
lerpScore = MathUtil.snap(MathUtil.smoothLerpPrecision(lerpScore, intendedScore, FlxG.elapsed, 0.2), intendedScore, 1);
lerpCompletion = MathUtil.snap(MathUtil.smoothLerpPrecision(lerpCompletion, intendedCompletion, FlxG.elapsed, 0.5), intendedCompletion, 1 / 100);
if (Math.isNaN(lerpScore))
{
lerpScore = intendedScore;
}
if (Math.isNaN(lerpCompletion))
{
lerpCompletion = intendedCompletion;
}
fp.updateScore(Std.int(lerpScore));
// sets the text of the completion percentage. Perhaps eventually we may want to generalize this,
// but for now we can just clamp the values between 0 and 100.
// Fixes issue where it rounds to negative integer overflow on Windows? Which occurs when switching to an unranked song?
txtCompletion.text = '${Math.floor(lerpCompletion * 100).clamp(0, 100)}';
// Right align the completion percentage
switch (txtCompletion.text.length)
{
case 3:
txtCompletion.offset.x = 10;
case 2:
txtCompletion.offset.x = 0;
case 1:
txtCompletion.offset.x = -24;
default:
txtCompletion.offset.x = 0;
}
}
var _dragOffset:Float = 0;
var _prevRoundedDragOffset:Float = 0;
var _pressedOnSelected:Bool = false;
var _moveLength:Float = 0;
var _flickEnded:Bool = true;
var _pressedOnCapsule:Bool = false;
var draggingDifficulty:Bool = false;
function handleInputs(elapsed:Float):Void
{
if (!controls.active) return;
final upP:Bool = controls.UI_UP_P;
final downP:Bool = controls.UI_DOWN_P;
final accepted:Bool = controls.ACCEPT;
#if FEATURE_TOUCH_CONTROLS
handleTouchCapsuleClick();
handleTouchFavoritesAndDifficulties();
handleTouchSelectionScroll(elapsed);
#end
handleDirectionalInput(elapsed);
final wheelAmount:Float = #if !html5 FlxG.mouse.wheel #else FlxG.mouse.wheel / 8 #end;
if (wheelAmount != 0)
{
dj?.resetAFKTimer();
changeSelection(-Math.round(wheelAmount));
}
handleDifficultySwitch();
handleDebugKeys();
#if FEATURE_TOUCH_CONTROLS
if (TouchUtil.justReleased)
{
_pressedOnSelected = false;
_pressedOnCapsule = false;
}
if (!TouchUtil.pressed && !FlxG.touches.flickManager.initialized)
{
_flickEnded = true;
draggingDifficulty = false;
}
#end
if (controls.BACK)
{
goBack();
}
if (accepted && controls.active)
{
currentCapsule.onConfirm();
}
}
function handleDirectionalInput(elapsed:Float):Void
{
final upP:Bool = controls.UI_UP;
final downP:Bool = controls.UI_DOWN;
if (upP || downP)
{
if (spamming)
{
if (spamTimer >= 0.07)
{
spamTimer = 0;
changeSelection(upP ? -1 : 1);
}
}
else if (spamTimer >= 0.9)
{
spamming = true;
}
else if (spamTimer <= 0)
{
changeSelection(upP ? -1 : 1);
}
spamTimer += elapsed;
dj?.resetAFKTimer();
}
else
{
spamming = false;
spamTimer = 0;
}
}
function handleDifficultySwitch():Void
{
#if FEATURE_TOUCH_CONTROLS
final leftPressed:Bool = controls.UI_LEFT_P || TouchUtil.pressAction(diffSelLeft, funnyCam, false);
final rightPressed:Bool = controls.UI_RIGHT_P || TouchUtil.pressAction(diffSelRight, funnyCam, false);
#else
final leftPressed:Bool = controls.UI_LEFT_P;
final rightPressed:Bool = controls.UI_RIGHT_P;
#end
if (leftPressed)
{
dj?.resetAFKTimer();
changeDiff(-1);
generateSongList(currentFilter, true, false);
}
if (rightPressed)
{
dj?.resetAFKTimer();
changeDiff(1);
generateSongList(currentFilter, true, false);
}
}
function handleDebugKeys():Void
{
#if FEATURE_CHART_EDITOR
if (!controls.active) return;
if (!controls.DEBUG_CHART) return;
controls.active = false;
var targetSongID = currentCapsule?.freeplayData?.data.id ?? 'unknown';
if (targetSongID == 'unknown')
{
letterSort.inputEnabled = false;
var availableSongCapsules:Array<SongMenuItem> = grpCapsules.members.filter(function(cap:SongMenuItem) {
// Dead capsules are ones which were removed from the list when changing filters.
return cap.alive && cap.freeplayData != null;
});
trace('Available songs: ${availableSongCapsules.map(function(cap) {
return cap?.freeplayData?.data.songName;
})}');
if (availableSongCapsules.length == 0)
{
trace('No songs available!');
controls.active = true;
letterSort.inputEnabled = true;
FunkinSound.playOnce(Paths.sound('cancelMenu'));
return;
}
var targetSong:SongMenuItem = FlxG.random.getObject(availableSongCapsules);
// Seeing if I can do an animation...
curSelected = grpCapsules.members.indexOf(targetSong);
changeSelection(0);
targetSongID = currentCapsule?.freeplayData?.data.id ?? 'unknown';
}
// Play the confirm animation so the user knows they actually did something.
FunkinSound.playOnce(Paths.sound('confirmMenu'));
if (dj != null) dj.confirm();
new FlxTimer().start(styleData?.getStartDelay(), function(tmr:FlxTimer) {
FlxG.switchState(() -> new ChartEditorState(
{
targetSongId: targetSongID,
targetSongDifficulty: currentDifficulty,
targetSongVariation: currentVariation,
}));
});
#end
}
#if FEATURE_TOUCH_CONTROLS
private function handleTouchCapsuleClick():Void
{
if (diffSelRight == null) return;
if (TouchUtil.pressAction() && !TouchUtil.overlaps(diffSelRight, funnyCam) && !draggingDifficulty)
{
curSelected = Math.round(curSelectedFloat);
for (i in 0...grpCapsules.members.length)
{
final capsule = grpCapsules.members[i];
if (capsule == null || !capsule.visible) continue;
if (capsule.capsule == null || !capsule.capsule.visible) continue;
if (!TouchUtil.overlaps(capsule.theActualHitbox, funnyCam)) continue;
if (SwipeUtil.swipeAny) continue;
if (capsule.selected)
{
capsule.onConfirm();
}
else
{
curSelected = i;
changeSelection(0);
FunkinSound.playOnce(Paths.sound('scrollMenu'), 0.4);
HapticUtil.vibrate(0, 0.01, 0.5);
}
break;
}
}
if (TouchUtil.justPressed)
{
final selected = currentCapsule.theActualHitbox;
_pressedOnSelected = selected != null && TouchUtil.overlaps(selected, funnyCam);
}
}
function handleTouchSelectionScroll(elapsed:Float):Void
{
if (draggingDifficulty || ControlsHandler.usingExternalInputDevice) return;
if (TouchUtil.pressAction(currentCapsule.theActualHitbox, funnyCam)) return;
if (TouchUtil.justPressed && TouchUtil.overlaps(capsuleHitbox, funnyCam))
{
_pressedOnCapsule = true;
}
for (touch in FlxG.touches.list)
{
if (touch.pressed && _pressedOnCapsule)
{
final delta = touch.deltaViewY;
if (Math.abs(delta) >= 2)
{
var dpiScale = FlxG.stage.window.display.dpi / 160;
dpiScale = dpiScale.clamp(0.5, #if android 1 #else 2 #end);
var moveLength = delta / FlxG.updateFramerate / dpiScale;
_moveLength += Math.abs(moveLength);
curSelectedFloat -= moveLength;
updateSongsScroll();
}
}
else if (_moveLength > 0)
{
_moveLength = 0.0;
changeSelection(0);
}
}
if (!TouchUtil.overlaps(capsuleHitbox, funnyCam) && TouchUtil.justReleased)
{
FlxG.touches.flickManager.destroy();
}
if (FlxG.touches.flickManager.initialized)
{
var flickVelocity = FlxG.touches.flickManager.velocity.y;
if (Math.isFinite(flickVelocity))
{
_flickEnded = false;
var dpiScale = FlxG.stage.window.display.dpi / 160;
dpiScale = dpiScale.clamp(0.5, #if android 1 #else 2 #end);
var velocityMove = flickVelocity * elapsed / dpiScale;
_moveLength += Math.abs(velocityMove);
curSelectedFloat -= velocityMove;
updateSongsScroll();
}
}
else if (!_flickEnded)
{
_flickEnded = true;
if (_moveLength > 0)
{
_moveLength = 0.0;
changeSelection(0);
}
}
curSelectedFloat = curSelectedFloat.clamp(0, grpCapsules.countLiving() - 1);
curSelected = Math.round(curSelectedFloat);
for (i in 0...grpCapsules.members.length)
{
grpCapsules.members[i].selected = (i == curSelected);
}
if (!TouchUtil.pressed && (curSelected == 0 || curSelected == grpCapsules.countLiving() - 1) && FlxG.touches.flickManager.initialized)
{
FlxG.touches.flickManager.destroy();
_flickEnded = true;
if (_moveLength > 0)
{
_moveLength = 0.0;
changeSelection(0);
}
}
}
function handleTouchFavoritesAndDifficulties()
{
// Note: I was a bit evil, and used `draggingDifficulty` for the DifficultySprite dragging as well!
if ((TouchUtil.pressed || TouchUtil.justReleased))
{
if (_pressedOnSelected && TouchUtil.touch != null)
{
if (SwipeUtil.swipeLeft)
{
draggingDifficulty = true;
dj?.resetAFKTimer();
changeDiff(-1, false, true);
_pressedOnSelected = false;
FlxG.touches.flickManager.destroy();
_flickEnded = true;
new FlxTimer().start(0.21, (afteranim) -> {
currentCapsule.doLerp = true;
generateSongList(currentFilter, true, false, true);
FlxG.touches.flickManager.destroy();
});
new FlxTimer().start(0.3, (afteranim) -> {
draggingDifficulty = false;
});
return;
}
else if (SwipeUtil.swipeRight)
{
draggingDifficulty = true;
dj?.resetAFKTimer();
changeDiff(1, false, true);
_pressedOnSelected = false;
FlxG.touches.flickManager.destroy();
_flickEnded = true;
new FlxTimer().start(0.21, (afteranim) -> {
currentCapsule.doLerp = true;
generateSongList(currentFilter, true, false, true);
FlxG.touches.flickManager.destroy();
});
new FlxTimer().start(0.3, (afteranim) -> {
draggingDifficulty = false;
});
return;
}
if (TouchUtil.touch.ticksDeltaSincePress >= 500)
{
_pressedOnSelected = false;
draggingDifficulty = false;
favoriteSong();
}
}
else
{
currentCapsule.doLerp = true;
}
if (!controls.active) return;
if (currentDifficultySprite == null) return;
// If we press onto our difficulty, we want to "grab" it rather than simply check if we are overlapping
if (TouchUtil.overlapsComplex(currentDifficultySprite, funnyCam) && TouchUtil.justPressed && !draggingDifficulty)
{
HapticUtil.vibrate(0, 0.01, 0.375, 0.4);
draggingDifficulty = true;
}
if (!draggingDifficulty) return;
if (_dragOffset == 0 && TouchUtil.pressed) _dragOffset = TouchUtil.touch.x;
currentDifficultySprite.offset.x = MathUtil.smoothLerpPrecision(currentDifficultySprite.offset.x, (TouchUtil.touch.x - _dragOffset) * -1, FlxG.elapsed,
0.2);
var vibDist:Float = 5; // essentially how far the touch needs to be before it will trigger a tiny haptic feel
if (Std.int((TouchUtil.touch.x - _dragOffset) / vibDist) * vibDist != _prevRoundedDragOffset)
{
HapticUtil.vibrate(0, 0.01, 0.2, 0.8);
}
_prevRoundedDragOffset = Std.int((TouchUtil.touch.x - _dragOffset) / vibDist) * vibDist;
if (TouchUtil.justReleased)
{
FlxG.touches.flickManager.destroy();
handleDiffDragRelease(currentDifficultySprite);
return;
}
if (TouchUtil.touch.justMovedRight)
{
handleDiffBoundaryChange(1);
return;
}
if (TouchUtil.touch.justMovedLeft)
{
handleDiffBoundaryChange(-1);
return;
}
return;
}
else
{
// we aren't pressin nothin, we should lerp our difficulty thing back to og offset/position
currentDifficultySprite.offset.x = MathUtil.smoothLerpPrecision(currentDifficultySprite.offset.x, 0, FlxG.elapsed, 0.4);
}
diffSelRight.setPress(TouchUtil.overlaps(diffSelRight, funnyCam) && TouchUtil.justPressed);
diffSelLeft.setPress(TouchUtil.overlaps(diffSelLeft, funnyCam) && TouchUtil.justPressed);
}
#end
override function beatHit():Bool
{
backingCard.beatHit();
return super.beatHit();
}
public override function destroy():Void
{
super.destroy();
// remove and destroy freeplay camera
FlxG.cameras.remove(funnyCam);
}
function goBack():Void
{
if (!controls.active) return;
backTransitioning = true;
#if FEATURE_TOUCH_CONTROLS
if (backButton != null)
{
backButton.alpha = 1;
backButton.animation.play("confirm");
}
#end
controls.active = false;
FlxTween.globalManager.clear();
FlxTimer.globalManager.clear();
if (dj != null) dj.onIntroDone.removeAll();
FunkinSound.playOnce(Paths.sound('cancelMenu'));
var longestTimer:Float = 0;
backingCard.disappear();
fadeDots(false);
for (grpSpr in exitMovers.keys())
{
var moveData:Null<MoveData> = exitMovers.get(grpSpr);
if (moveData == null) continue;
for (spr in grpSpr)
{
if (spr == null) continue;
var funnyMoveShit:MoveData = moveData;
var moveDataX = funnyMoveShit.x ?? spr.x;
var moveDataY = funnyMoveShit.y ?? spr.y;
var moveDataSpeed = funnyMoveShit.speed ?? 0.2;
var moveDataWait = funnyMoveShit.wait ?? 0.0;
FlxTween.tween(spr, {x: moveDataX, y: moveDataY}, moveDataSpeed, {ease: FlxEase.expoIn});
longestTimer = Math.max(longestTimer, moveDataSpeed + moveDataWait);
}
}
#if FEATURE_TOUCH_CONTROLS
FlxTween.tween(backButton, {x: FlxG.width + 300}, 0.45, {ease: FlxEase.expoIn});
FlxTween.tween(backButton, {alpha: 0.0001}, 0.3, {ease: FlxEase.quadOut, startDelay: 0.15});
#end
for (caps in grpCapsules.members)
{
caps.doJumpIn = false;
caps.doLerp = false;
caps.doJumpOut = true;
}
if (Type.getClass(_parentState) == MainMenuState)
{
_parentState.persistentUpdate = false;
_parentState.persistentDraw = true;
}
new FlxTimer().start(longestTimer, (_) -> {
FlxTransitionableState.skipNextTransIn = true;
FlxTransitionableState.skipNextTransOut = true;
if (Type.getClass(_parentState) == MainMenuState)
{
FunkinSound.playMusic('freakyMenu',
{
overrideExisting: true,
restartTrack: false,
// Continue playing this music between states, until a different music track gets played.
persist: true
});
FlxG.sound.music.fadeIn(4.0, 0.0, 1.0);
close();
}
else
{
FlxG.switchState(() -> new MainMenuState());
}
});
}
/**
* findClosestDiff will find the closest difficulty to the given diff.
* It will return the index of the closest song in the grpCapsules.members array.
* @param diff
* @return Int
*/
function findClosestDiff(characterVariations:Array<String>, diff:String):Int
{
var closestIndex:Int = 0;
var closest:Int = curSelected;
for (index in 0...grpCapsules.members.length)
{
var song:Null<FreeplaySongData> = grpCapsules.members[index].freeplayData;
if (song == null) continue;
var characterVar = song.data.getVariationsByCharacter(currentCharacter);
var songDiff:Null<String> = song.data.getDifficulty(diff, null, characterVar)?.difficulty;
// if the difference between the current index and this index is the smallest so far,
// take this one as the closest index. (By comparing with the closest variable)
var c:Int = curSelected - index;
if (songDiff == diff && (Math.abs(c) < Math.abs(closestIndex - curSelected) || closestIndex == 0))
{
// trace('Found closest diff: ${songDiff} at index ${index} (current: ${curSelected})');
closestIndex = index;
closest = c;
}
}
return closestIndex;
}
/**
* changeDiff is the root of both difficulty and variation changes/management.
* It will check the difficulty of the current variation, all available variations, and all available difficulties per variation.
* Call generateSongList after this with the right parameters if you want the capsules to do their jump-in animation after changing difficulties.
* @param change
* @param force
* @param capsuleAnim
*/
function changeDiff(change:Int = 0, force:Bool = false, capsuleAnim:Bool = false):Void
{
if (capsuleAnim)
{
if (currentCapsule != null)
{
controls.active = false;
currentCapsule.doLerp = false;
var movement:Float = (change > 0) ? 15 : -15;
FlxTween.tween(currentCapsule, {x: currentCapsule.x - movement}, 0.1, {ease: FlxEase.expoOut});
FlxTween.tween(currentCapsule, {x: currentCapsule.x + movement}, 0.1, {ease: FlxEase.expoIn, startDelay: 0.1});
}
}
for (diff in grpDifficulties.group.members)
{
if (diff == null || diff.difficultyId != currentDifficulty) continue;
if (change == 0) break;
diff.visible = true;
final newX:Int = (change > 0) ? -320 : 500;
controls.active = false;
FlxTween.tween(diff, {x: newX + (CUTOUT_WIDTH * DJ_POS_MULTI)}, 0.2,
{
ease: FlxEase.circInOut,
onComplete: function(_) {
controls.active = true;
diff.x = 90 + (CUTOUT_WIDTH * DJ_POS_MULTI);
diff.visible = false;
}
});
break;
}
if (change != 0)
{
HapticUtil.vibrate(0, 0.01, 0.5, 0.1);
FunkinSound.playOnce(Paths.sound('scrollMenu'), 0.4);
}
var previousVariation:String = currentVariation;
var daSong:Null<FreeplaySongData> = currentCapsule.freeplayData;
currentCapsule.selected = false;
// Available variations for current character. We get this since bf is usually `default` variation, and `pico` is `pico`
// but sometimes pico can be the default variation (weekend 1 songs), and bf can be `bf` variation (darnell)
var characterVariations:Array<String> = daSong?.data.getVariationsByCharacter(currentCharacter) ?? Constants.DEFAULT_VARIATION_LIST;
var difficultiesAvailable:Array<String> = SongRegistry.instance.listAllDifficulties(currentCharacterId) ?? Constants.DEFAULT_DIFFICULTY_LIST_FULL;
// Gets all available difficulties for our character, via our available variations
var songDifficulties:Array<String> = daSong?.data.listDifficulties(null, characterVariations) ?? Constants.DEFAULT_DIFFICULTY_LIST;
var currentDifficultyIndex:Int = difficultiesAvailable.indexOf(currentDifficulty);
var prevDifficultyIndex:Int = currentDifficultyIndex;
if (currentDifficultyIndex == -1) currentDifficultyIndex = difficultiesAvailable.indexOf(Constants.DEFAULT_DIFFICULTY);
currentDifficultyIndex += change;
if (currentDifficultyIndex < 0) currentDifficultyIndex = Std.int(difficultiesAvailable.length - 1);
if (currentDifficultyIndex >= difficultiesAvailable.length) currentDifficultyIndex = 0;
// Update the current difficulty
currentDifficulty = difficultiesAvailable[currentDifficultyIndex];
// For when we change the difficulty, but the song doesn't have that difficulty!
if (daSong != null && !songDifficulties.contains(difficultiesAvailable[currentDifficultyIndex]))
{
// Switch to the closest song with that difficulty.
curSelected = findClosestDiff(characterVariations, difficultiesAvailable[currentDifficultyIndex]);
daSong = currentCapsule.freeplayData;
rememberedSongId = daSong?.data.id;
// Update the variation list for the new song.
characterVariations = daSong?.data.getVariationsByCharacter(currentCharacter) ?? Constants.DEFAULT_VARIATION_LIST;
}
for (variation in characterVariations)
{
if (daSong?.data.hasDifficulty(currentDifficulty, variation) ?? false)
{
currentVariation = variation;
rememberedVariation = variation;
break;
}
}
if (daSong != null)
{
var targetSong:Null<Song> = SongRegistry.instance.fetchEntry(daSong.data.id, {variation: currentVariation});
if (targetSong == null)
{
FlxG.log.warn('WARN: could not find song with id (${daSong.data.id})');
return;
}
var songScore:Null<SaveScoreData> = Save.instance.getSongScore(daSong.data.id, currentDifficulty, currentVariation);
intendedScore = songScore?.score ?? 0;
intendedCompletion = Math.max(0, Scoring.tallyCompletion(songScore?.tallies));
rememberedDifficulty = currentDifficulty;
if (!capsuleAnim) generateSongList(currentFilter, false, true, true);
currentCapsule.refreshDisplay(!prepForNewRank);
}
else
{
intendedScore = 0;
intendedCompletion = 0.0;
rememberedDifficulty = currentDifficulty;
if (!capsuleAnim) generateSongList(currentFilter, false, true, true);
}
if (intendedCompletion == Math.POSITIVE_INFINITY || intendedCompletion == Math.NEGATIVE_INFINITY || Math.isNaN(intendedCompletion))
{
intendedCompletion = 0;
}
for (diffSprite in grpDifficulties.group.members)
{
if (diffSprite == null) continue;
final isCurrentDiff:Bool = diffSprite.difficultyId == currentDifficulty;
if (change == 0) diffSprite.visible = isCurrentDiff;
if (!isCurrentDiff || change == 0) continue;
diffSprite.x = (change > 0) ? 500 : -320;
diffSprite.x += (CUTOUT_WIDTH * DJ_POS_MULTI);
FlxTween.tween(diffSprite, {x: 90 + (CUTOUT_WIDTH * DJ_POS_MULTI)}, 0.2,
{
ease: FlxEase.circInOut,
onComplete: function(_) {
#if FEATURE_TOUCH_CONTROLS
FlxG.touches.flickManager.destroy();
_flickEnded = true;
#end
}
});
diffSprite.offset.y += 5;
diffSprite.alpha = 0.5;
new FlxTimer().start(1 / 24, function(swag) {
diffSprite.alpha = 1;
diffSprite.updateHitbox();
diffSprite.visible = true;
diffSprite.height *= 2.5;
});
}
// refreshDots(songDifficulties.length, currentDifficultyIndex, prevDifficultyIndex);
refreshDots(5, currentDifficultyIndex, prevDifficultyIndex);
if (change != 0 || force)
{
// Update the song capsules to reflect the new difficulty info.
for (songCapsule in grpCapsules.members)
{
if (songCapsule == null || !songCapsule.alive) continue;
if (songCapsule.freeplayData != null)
{
songCapsule.initData(songCapsule.freeplayData);
songCapsule.checkClip();
}
}
// Reset the song preview in case we changed variations (normal->erect etc)
if (currentVariation != previousVariation) playCurSongPreview();
}
// Set the album graphic and play the animation if relevant.
var newAlbumId:Null<String> = daSong?.data.getAlbumId(currentDifficulty, currentVariation);
if (albumRoll.albumId != newAlbumId && (currentVariation != previousVariation || controls.active) && !fromCharSelect)
{
albumRoll.albumId = newAlbumId;
albumRoll.skipIntro();
}
// Set difficulty star count.
albumRoll.setDifficultyStars(daSong?.data.getDifficulty(currentDifficulty, currentVariation)?.difficultyRating ?? 0);
currentCapsule.selected = true; // set selected again, so it can run its getter function to initialize movement
}
#if FEATURE_TOUCH_CONTROLS
function handleDiffDragRelease(diff:FlxSprite):Void
{
if (SwipeUtil.flickLeft) handleDiffBoundaryChange(1);
else if (SwipeUtil.flickRight) handleDiffBoundaryChange(-1);
draggingDifficulty = false;
_dragOffset = 0;
}
function handleDiffBoundaryChange(change:Int):Void
{
if (!controls.active) return;
dj?.resetAFKTimer();
changeDiff(change);
generateSongList(currentFilter, true, false);
FlxG.touches.flickManager.destroy();
_flickEnded = true;
_dragOffset = 0;
draggingDifficulty = false;
}
#end
function capsuleOnConfirmRandom(randomCapsule:SongMenuItem):Void
{
trace('RANDOM SELECTED');
var availableSongCapsules:Array<SongMenuItem> = grpCapsules.members.filter(function(cap:SongMenuItem) {
// Dead capsules are ones which were removed from the list when changing filters.
return cap.alive && cap.freeplayData != null;
});
trace('Available songs: ${availableSongCapsules.map(function(cap) {
return cap?.freeplayData?.data.songName;
})}');
if (availableSongCapsules.length == 0)
{
trace('No songs available!');
controls.active = true;
#if NO_FEATURE_TOUCH_CONTROLS
letterSort.inputEnabled = true;
#end
FunkinSound.playOnce(Paths.sound('cancelMenu'));
return;
}
var targetSong:SongMenuItem = FlxG.random.getObject(availableSongCapsules);
// Seeing if I can do an animation...
curSelected = grpCapsules.members.indexOf(targetSong);
changeSelection(0); // Trigger an update.
controls.active = false;
#if NO_FEATURE_TOUCH_CONTROLS
letterSort.inputEnabled = false;
#end
// Act like we hit Confirm on that song.
capsuleOnConfirmDefault(targetSong);
}
/**
* Called when hitting ENTER to open the instrumental list.
*/
function capsuleOnOpenDefault(cap:SongMenuItem):Void
{
controls.active = false;
letterSort.inputEnabled = false;
var targetDifficultyId:String = currentDifficulty;
var targetVariation:Null<String> = currentVariation;
var targetSongId:String = cap?.freeplayData?.data.id ?? 'unknown';
var targetSongNullable:Null<Song> = SongRegistry.instance.fetchEntry(targetSongId, {variation: targetVariation});
if (targetSongNullable == null)
{
FlxG.log.warn('WARN: could not find song with id (${targetSongId})');
controls.active = true;
letterSort.inputEnabled = true;
return;
}
var targetSong:Song = targetSongNullable;
trace('target song: ${targetSongId} (${targetVariation})');
var targetLevelId:Null<String> = cap?.freeplayData?.levelId;
PlayStatePlaylist.campaignId = targetLevelId ?? null;
var targetDifficulty:Null<SongDifficulty> = targetSong.getDifficulty(targetDifficultyId, targetVariation);
if (targetDifficulty == null)
{
FlxG.log.warn('WARN: could not find difficulty with id (${targetDifficultyId})');
controls.active = true;
letterSort.inputEnabled = true;
return;
}
trace('target difficulty: ${targetDifficultyId}');
trace('target variation: ${targetDifficulty?.variation ?? Constants.DEFAULT_VARIATION}');
var baseInstrumentalId:String = targetSong.getBaseInstrumentalId(targetDifficultyId, targetDifficulty?.variation ?? Constants.DEFAULT_VARIATION) ?? '';
var altInstrumentalIds:Array<String> = targetSong.listAltInstrumentalIds(targetDifficultyId,
targetDifficulty?.variation ?? Constants.DEFAULT_VARIATION) ?? [];
#if !mobile
if (altInstrumentalIds.length > 0)
{
var instrumentalIds = [baseInstrumentalId].concat(altInstrumentalIds);
openInstrumentalList(cap, instrumentalIds);
return;
}
#end
#if mobile
trace('ALTS ARE DISABLED');
#else
trace('NO ALTS');
#end
capsuleOnConfirmDefault(cap);
}
public function getControls():Controls
{
return controls;
}
function openInstrumentalList(cap:SongMenuItem, instrumentalIds:Array<String>):Void
{
capsuleOptionsMenu = new CapsuleOptionsMenu(this, cap.targetPos.x + 175, cap.targetPos.y + 115, instrumentalIds);
capsuleOptionsMenu.cameras = [funnyCam];
capsuleOptionsMenu.zIndex = 10000;
add(capsuleOptionsMenu);
capsuleOptionsMenu.onConfirm = function(targetInstId:String) {
capsuleOnConfirmDefault(cap, targetInstId);
};
}
var capsuleOptionsMenu:Null<CapsuleOptionsMenu> = null;
public function cleanupCapsuleOptionsMenu():Void
{
this.controls.active = true;
letterSort.inputEnabled = true;
if (capsuleOptionsMenu != null)
{
remove(capsuleOptionsMenu);
capsuleOptionsMenu = null;
}
}
/**
* Called when hitting ENTER to play the song.
*/
function capsuleOnConfirmDefault(cap:SongMenuItem, ?targetInstId:String):Void
{
controls.active = false;
#if NO_FEATURE_TOUCH_CONTROLS
letterSort.inputEnabled = false;
#end
PlayStatePlaylist.isStoryMode = false;
var targetVariation:Null<String> = currentVariation;
var targetSongId:String = cap?.freeplayData?.data.id ?? 'unknown';
var targetSongNullable:Null<Song> = SongRegistry.instance.fetchEntry(targetSongId, {variation: targetVariation});
if (targetSongNullable == null)
{
FlxG.log.warn('WARN: could not find song with id (${targetSongId})');
controls.active = true;
letterSort.inputEnabled = true;
return;
}
var targetSong:Song = targetSongNullable;
var targetDifficultyId:String = currentDifficulty;
var targetLevelId:Null<String> = cap?.freeplayData?.levelId;
trace('target song: ${targetSongId} (${targetVariation})');
PlayStatePlaylist.campaignId = targetLevelId ?? null;
var targetDifficulty:Null<SongDifficulty> = targetSong.getDifficulty(currentDifficulty, currentVariation);
if (targetDifficulty == null)
{
FlxG.log.warn('WARN: could not find difficulty with id (${currentDifficulty})');
controls.active = true;
letterSort.inputEnabled = true;
return;
}
if (targetInstId == null)
{
var baseInstrumentalId:String = targetSong?.getBaseInstrumentalId(currentDifficulty, targetDifficulty.variation ?? Constants.DEFAULT_VARIATION) ?? '';
targetInstId = baseInstrumentalId;
}
// Visual and audio effects.
FunkinSound.playOnce(Paths.sound('confirmMenu'));
if (dj != null) dj.confirm();
currentCapsule.forcePosition();
currentCapsule.confirm();
backingCard.confirm();
fadeDots(false);
// Start vibration after half of second.
if (HapticUtil.hapticsAvailable)
{
new FlxTimer().start(0.5, function(tmr) {
switch (currentCharacterId)
{
// Toggles the bool that allows vibration on update.
case "pico":
allowPicoBulletsVibration = true;
new FlxTimer().start(0.5, function(tmr) {
allowPicoBulletsVibration = false;
});
// A single vibration.
default:
HapticUtil.vibrate(Constants.DEFAULT_VIBRATION_PERIOD, Constants.DEFAULT_VIBRATION_DURATION * 5, (Constants.MAX_VIBRATION_AMPLITUDE / 3) * 2.5);
}
});
}
new FlxTimer().start(styleData?.getStartDelay(), function(tmr:FlxTimer) {
FunkinSound.emptyPartialQueue();
funnyCam.fade(FlxColor.BLACK, 0.2, false, function() {
Paths.setCurrentLevel(cap?.freeplayData?.levelId);
LoadingState.loadPlayState(
{
targetSong: targetSong,
targetDifficulty: currentDifficulty,
targetVariation: currentVariation,
targetInstrumental: targetInstId,
practiceMode: false,
minimalMode: false,
#if FEATURE_DEBUG_FUNCTIONS
botPlayMode: FlxG.keys.pressed.SHIFT,
#else
botPlayMode: false,
#end
// TODO: Make these an option! It's currently only accessible via chart editor.
// startTimestamp: 0.0,
// playbackRate: 0.5,
// botPlayMode: true,
}, true);
});
});
}
function refreshCapsuleDisplays():Void
{
grpCapsules.forEachAlive((cap:SongMenuItem) -> {
cap.refreshDisplay();
});
}
function rememberSelection():Void
{
if (rememberedSongId != null)
{
curSelected = currentFilteredSongs.findIndex(function(song) {
if (song == null) return false;
return song.data.id == rememberedSongId;
});
if (curSelected == -1) curSelected = 0;
}
if (rememberedDifficulty != null)
{
currentDifficulty = rememberedDifficulty;
}
if (rememberedVariation != null)
{
currentVariation = rememberedVariation;
}
}
function updateSongsScroll():Void
{
var prevSelected:Int = curSelected;
curSelected = Math.round(curSelectedFloat);
for (index => capsule in grpCapsules.members)
{
index += 1;
capsule.selected = false;
capsule.forceHighlight = index == curSelected + 1;
capsule.targetPos.y = capsule.intendedY(index - curSelectedFloat);
capsule.targetPos.x = capsule.intendedX(index - curSelectedFloat) + (CUTOUT_WIDTH * SONGS_POS_MULTI);
if (index + 0.5 < curSelectedFloat) capsule.targetPos.y -= 100;
}
if (curSelected != prevSelected)
{
FunkinSound.playOnce(Paths.sound('scrollMenu'), 0.4);
HapticUtil.vibrate(0, 0.01, 0.5);
dj?.resetAFKTimer();
_pressedOnSelected = false;
}
}
function changeSelection(change:Int = 0):Void
{
var prevSelected:Int = curSelected;
curSelected += change;
curSelectedFloat = curSelected;
if (curSelected < 0)
{
#if FEATURE_TOUCH_CONTROLS
curSelected = (SwipeUtil.flickUp && !ControlsHandler.usingExternalInputDevice) ? 0 : grpCapsules.countLiving() - 1;
SwipeUtil.resetSwipeVelocity();
#else
curSelected = grpCapsules.countLiving() - 1;
#end
}
if (curSelected >= grpCapsules.countLiving())
{
#if FEATURE_TOUCH_CONTROLS
curSelected = (SwipeUtil.flickDown && !ControlsHandler.usingExternalInputDevice) ? grpCapsules.countLiving() - 1 : 0;
SwipeUtil.resetSwipeVelocity();
#else
curSelected = 0;
#end
}
if (!prepForNewRank && curSelected != prevSelected) FunkinSound.playOnce(Paths.sound('scrollMenu'), 0.4);
var songScore:Null<SaveScoreData> = Save.instance.getSongScore(currentCapsule.freeplayData?.data.id ?? "", currentDifficulty, currentVariation);
intendedScore = songScore?.score ?? 0;
intendedCompletion = Scoring.tallyCompletion(songScore?.tallies);
rememberedSongId = currentCapsule.freeplayData?.data.id;
if (currentCapsule.freeplayData == null) albumRoll.albumId = null;
changeDiff();
if (currentCapsule.freeplayData == null) currentCapsule.refreshDisplay();
else
currentCapsule.refreshDisplay(!prepForNewRank);
for (index => capsule in grpCapsules.members)
{
index += 1;
capsule.forceHighlight = false;
capsule.selected = index == curSelected + 1;
capsule.curSelected = curSelected;
var capsuleIndex = index - curSelected;
var yOffset:Float = 0;
// Small offset so edge capsules actually go offscreen enough to not require to be rendered.
if (capsuleIndex < 0) yOffset += 50;
else if (capsuleIndex > 4) yOffset -= 10;
capsule.targetPos.y = capsule.intendedY(capsuleIndex) - yOffset;
capsule.targetPos.x = capsule.intendedX(capsuleIndex) + (CUTOUT_WIDTH * SONGS_POS_MULTI);
if (index < curSelected) capsule.targetPos.y -= 100; // another 100 for good measure
}
if (grpCapsules.countLiving() > 0 && !prepForNewRank && controls.active)
{
playCurSongPreview(currentCapsule);
currentCapsule.selected = true;
// switchBackingImage(currentCapsule.freeplayData);
}
// Small vibrations every selection change.
if (change != 0) HapticUtil.vibrate(0, 0.01, 0.5);
}
public function playCurSongPreview(?daSongCapsule:SongMenuItem):Void
{
if (daSongCapsule == null) daSongCapsule = currentCapsule;
if (curSelected == 0)
{
FunkinSound.playMusic('freeplayRandom',
{
startingVolume: 0.0,
overrideExisting: true,
restartTrack: false
});
FlxG.sound.music.fadeIn(2, 0, 0.7);
}
else
{
var previewSong:Null<Song> = daSongCapsule?.freeplayData?.data;
if (previewSong == null) return;
// Check if character-specific difficulty exists
var songDifficulty:Null<SongDifficulty> = previewSong.getDifficulty(currentDifficulty, currentVariation);
var baseInstrumentalId:String = previewSong.getBaseInstrumentalId(currentDifficulty, songDifficulty?.variation ?? Constants.DEFAULT_VARIATION) ?? '';
var altInstrumentalIds:Array<String> = previewSong.listAltInstrumentalIds(currentDifficulty,
songDifficulty?.variation ?? Constants.DEFAULT_VARIATION) ?? [];
var instSuffix:String = baseInstrumentalId;
#if FEATURE_DEBUG_FUNCTIONS
if (altInstrumentalIds.length > 0 && FlxG.keys.pressed.CONTROL)
{
instSuffix = altInstrumentalIds[0];
}
#end
instSuffix = (instSuffix != '') ? '-$instSuffix' : '';
// trace('Attempting to play partial preview: ${previewSong.id}:${instSuffix}');
FunkinSound.playMusic(previewSong.id,
{
startingVolume: 0.0,
overrideExisting: true,
restartTrack: false,
mapTimeChanges: false, // The music metadata is not alongside the audio file so this won't work.
pathsFunction: INST,
suffix: instSuffix,
partialParams:
{
loadPartial: true,
start: 0,
end: 0.2
},
onLoad: function() {
FlxG.sound.music.fadeIn(2, 0, 0.7);
}
});
if (songDifficulty != null)
{
Conductor.instance.mapTimeChanges(songDifficulty.timeChanges);
Conductor.instance.update(FlxG.sound?.music?.time ?? 0.0);
}
}
}
public function switchBackingImage(?freeplaySongData:FreeplaySongData):Void
{
var path = Paths.image('freeplay/freeplayBG${freeplaySongData?.levelId ?? 'week1'}-${currentCharacterId ?? 'bf'}');
if (!Assets.exists(path)) path = Paths.image('freeplay/freeplayBGweek1-bf');
backingImage.loadTextureAsync(path);
}
/**
* Build an instance of `FreeplayState` that is above the `MainMenuState`.
* @return The MainMenuState with the FreeplayState as a substate.
*/
public static function build(?params:FreeplayStateParams, ?stickers:StickerSubState):MusicBeatState
{
// Since CUTOUT_WIDTH is static it might retain some old inccrect values so we update it before loading freeplay
CUTOUT_WIDTH = FullScreenScaleMode.gameCutoutSize.x / 1.5;
var result:MainMenuState;
result = new MainMenuState(true);
result.openSubState(new FreeplayState(params, stickers));
result.persistentUpdate = false;
result.persistentDraw = true;
return result;
}
function favoriteSong():Void
{
var selectedCapsule = currentCapsule;
var targetSong = selectedCapsule?.freeplayData;
if (targetSong != null)
{
var isFav = targetSong.toggleFavorite();
if (isFav)
{
selectedCapsule.favIcon.visible = true;
selectedCapsule.favIconBlurred.visible = true;
selectedCapsule.favIcon.animation.play('fav');
selectedCapsule.favIconBlurred.animation.play('fav');
FunkinSound.playOnce(Paths.sound('fav'), 1);
selectedCapsule.checkClip();
selectedCapsule.selected = true; // set selected again, so it can run its getter function to initialize movement
controls.active = false;
selectedCapsule.doLerp = false;
FlxTween.tween(selectedCapsule, {y: selectedCapsule.y - 5}, 0.1, {ease: FlxEase.expoOut});
FlxTween.tween(selectedCapsule, {y: selectedCapsule.y + 5}, 0.1,
{
ease: FlxEase.expoIn,
startDelay: 0.1,
onComplete: function(_) {
selectedCapsule.doLerp = true;
controls.active = true;
}
});
}
else
{
selectedCapsule.favIcon.animation.play('fav', true, true, 9);
selectedCapsule.favIconBlurred.animation.play('fav', true, true, 9);
FunkinSound.playOnce(Paths.sound('unfav'), 1);
new FlxTimer().start(0.2, _ -> {
selectedCapsule.favIcon.visible = false;
selectedCapsule.favIconBlurred.visible = false;
selectedCapsule.checkClip();
selectedCapsule.selected = true; // set selected again, so it can run its getter function to initialize movement
});
controls.active = false;
selectedCapsule.doLerp = false;
FlxTween.tween(selectedCapsule, {y: selectedCapsule.y + 5}, 0.1, {ease: FlxEase.expoOut});
FlxTween.tween(selectedCapsule, {y: selectedCapsule.y - 5}, 0.1,
{
ease: FlxEase.expoIn,
startDelay: 0.1,
onComplete: function(_) {
selectedCapsule.doLerp = true;
controls.active = true;
}
});
}
}
}
}
/**
* The difficulty selector arrows to the left and right of the difficulty.
*/
@:nullSafety
class DifficultySelector extends FlxSprite
{
var controls:Controls;
var whiteShader:PureColor;
#if FEATURE_TOUCH_CONTROLS
var pressed:Bool = false;
#end
public function new(x:Float, y:Float, flipped:Bool, controls:Controls, ?styleData:FreeplayStyle)
{
super(x, y);
this.controls = controls;
this.whiteShader = new PureColor(FlxColor.WHITE);
this.whiteShader.colorSet = true;
this.frames = Paths.getSparrowAtlas(styleData?.getSelectorAssetKey() ?? "freeplay/freeplaySelector");
animation.addByPrefix('shine', 'arrow pointer loop', 24);
animation.play('shine');
@:nullSafety(Off) this.shader = null;
this.flipX = flipped;
}
override function update(elapsed:Float):Void
{
if (!controls.active) return;
if (flipX && controls.UI_RIGHT_P) moveShitDown();
if (!flipX && controls.UI_LEFT_P) moveShitDown();
super.update(elapsed);
}
#if FEATURE_TOUCH_CONTROLS
public function setPress(press:Bool):Void
{
if (!press)
{
scale.x = scale.y = 1;
@:nullSafety(Off) this.shader = null;
updateHitbox();
}
else
{
offset.y = -5;
this.shader = whiteShader;
scale.x = scale.y = 0.5;
}
pressed = press;
}
override function updateHitbox()
{
super.updateHitbox();
width *= 1.5;
height *= 1.5;
}
#end
function moveShitDown():Void
{
offset.y -= 5;
scale.x = scale.y = 0.5;
this.shader = whiteShader;
new FlxTimer().start(2 / 24, function(tmr) {
scale.x = scale.y = 1;
@:nullSafety(Off) this.shader = null;
updateHitbox();
});
}
}
/**
* Structure for the current song filter.
*/
typedef SongFilter =
{
var filterType:FilterType;
var ?filterData:Dynamic;
}
/**
* Possible types to use for the song filter.
*/
enum abstract FilterType(String)
{
/**
* Filter to songs which start with a string
*/
public var STARTSWITH;
/**
* Filter to songs which match a regular expression
*/
public var REGEXP;
/**
* Filter to songs which are favorited
*/
public var FAVORITE;
/**
* Filter to all songs
*/
public var ALL;
}
/**
* Data about a specific song in the freeplay menu.
*/
@:nullSafety
class FreeplaySongData
{
/**
* We used to have a billion fields, but this SongMetadata variable should be all we need
* to be able to get most information about an available song.
* For example, you can get the artist via `data.songArtist`
*
* You can usually get various other particulars of a specific difficulty/variation by
* using data.getDifficulty(), and inputting specifics on your difficulty, variations, etc.
* See the getters here for songCharacter, fullSongName, and songStartingBpm for examples.
*
* @see Song
*/
public var data(get, never):Song;
function get_data():Song
{
// This looks jank but the haxe compiler is on crack or something so 2 `privateAccess` lines are needed for some reason
@:privateAccess
var song:Null<Song> = SongRegistry.instance.fetchEntry(songId, {variation: curVariation});
@:privateAccess
if (song == null) throw 'Song entry not found for id: $songId with variation: ${curVariation}';
return song;
}
/**
* The current variation to use in various property functions.
*/
var curVariation(get, never):String;
/**
* The level id of the song, useful for sorting from week1 -> week 7 + weekend1
* and for properly loading PlayStatePlaylist for preloading on web
*/
public var levelId(get, never):Null<String>;
function get_levelId():Null<String>
{
return _levelId;
}
var _levelId:String;
final songId:String;
/**
* Whether or not the song has been favorited.
*/
public var isFav(get, never):Bool;
/**
* Whether the player has seen/played this song before within freeplay
*/
public var isNew(get, never):Bool;
/**
* The default opponent for the song.
* Does the getter stuff for you depending on your current (or rather, rememberd) variation and difficulty.
*/
public var songCharacter(get, never):String;
/**
* The full song name, dynamically generated depending on your current (or rather, rememberd) variation and difficulty.
*/
public var fullSongName(get, never):String;
/**
* The song's id and variation, combined with a colon. Dynamically generated depending on your current (or rather, rememberd) variation and difficulty.
*/
public var idAndVariation(get, never):String;
/**
* The starting BPM of the song, dynamically generated depending on your current (or rather, rememberd) variation and difficulty.
*/
public var songStartingBpm(get, never):Float;
public var difficultyRating(get, never):Int;
public var scoringRank(get, never):Null<ScoringRank>;
public var instance:FreeplayState;
public function new(songId:String, levelData:Level, instance:FreeplayState)
{
this.songId = songId;
_levelId = levelData.id;
this.instance = instance;
}
/**
* Toggle whether or not the song is favorited, then flush to save data.
* @return Whether or not the song is now favorited.
*/
public function toggleFavorite():Bool
{
if (isFav)
{
Save.instance.unfavoriteSong(idAndVariation);
}
else
{
Save.instance.favoriteSong(idAndVariation);
}
return isFav;
}
function updateValues(variations:Array<String>):Void
{
// this.isNew = song.isSongNew(suffixedDifficulty);
}
function get_idAndVariation()
{
return '${data.id}:${curVariation}';
}
function get_isFav():Bool
{
return Save.instance.isSongFavorited(idAndVariation);
}
public function isDifficultyNew(difficulty:String):Bool
{
// grabs a specific difficulty's new status. used for the difficulty dots.
return data.isSongNew(difficulty, curVariation);
}
function get_isNew():Bool
{
// We use a slightly different manner to get the new status of a song than the other getters here
// `isSongNew()` only takes a single variation, and it's data that isn't accessible via the Song data/metadata
// it's stored in the song .hxc script in a function that overrides `isSongNew()`
// and is only accessible with the correct valid variation inputs
return data.isSongNew(FreeplayState.rememberedDifficulty, curVariation);
}
function get_songCharacter():String
{
var variations:Array<String> = data.getVariationsByCharacterId(FreeplayState.rememberedCharacterId);
return data.getDifficulty(FreeplayState.rememberedDifficulty, null, variations)?.characters.opponent ?? '';
}
function get_fullSongName():String
{
var variations:Array<String> = data.getVariationsByCharacterId(FreeplayState.rememberedCharacterId);
return data.getDifficulty(FreeplayState.rememberedDifficulty, null, variations)?.songName ?? data.songName;
}
function get_songStartingBpm():Float
{
var variations:Array<String> = data.getVariationsByCharacterId(FreeplayState.rememberedCharacterId);
return data.getDifficulty(FreeplayState.rememberedDifficulty, null, variations)?.getStartingBPM() ?? 0;
}
function get_difficultyRating():Int
{
var variations:Array<String> = data.getVariationsByCharacterId(FreeplayState.rememberedCharacterId);
return data.getDifficulty(FreeplayState.rememberedDifficulty, null, variations)?.difficultyRating ?? 0;
}
function get_scoringRank():Null<ScoringRank>
{
return Save.instance.getSongRank(data.id, FreeplayState.rememberedDifficulty, curVariation);
}
function get_curVariation()
{
// Temporarily fetch the song to check for the first valid variation of it.
// For example if the current character is bf, for songs such as darnell we want to use the 'bf' variation instead of 'normal'.
var song:Null<Song> = SongRegistry.instance.fetchEntry(songId);
if (song == null) throw 'Song entry not found for id: $songId';
var variations:Array<String> = song.getVariationsByCharacterId(FreeplayState.rememberedCharacterId);
var variation:Null<String> = song.getFirstValidVariation(FreeplayState.rememberedDifficulty, null, variations);
if (variation == null) variation = Constants.DEFAULT_VARIATION;
return variation;
}
}
/**
* Parameters used to initialize the FreeplayState.
*/
typedef FreeplayStateParams =
{
?character:String,
?fromCharSelect:Bool,
?fromResults:FromResultsParams,
};
/**
* A set of parameters for transitioning to the FreeplayState from the ResultsState.
*/
typedef FromResultsParams =
{
/**
* The previous rank the song hand, if any. Null if it had no score before.
*/
var ?oldRank:ScoringRank;
/**
* Whether or not to play the rank animation on returning to freeplay.
*/
var playRankAnim:Bool;
/**
* The new rank the song has.
*/
var newRank:ScoringRank;
/**
* The song ID to play the animation on.
*/
var songId:String;
/**
* The difficulty ID to play the animation on.
*/
var difficultyId:String;
};
/**
* The map storing information about the exit movers.
*/
typedef ExitMoverData = Map<Array<FlxSprite>, MoveData>;
/**
* The data for an exit mover.
*/
typedef MoveData =
{
var ?x:Float;
var ?y:Float;
var ?speed:Float;
var ?wait:Float;
}