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Funkin/source/funkin/ui/mainmenu/MainMenuState.hx
2025-08-19 16:05:08 -04:00

630 lines
19 KiB
Haxe

package funkin.ui.mainmenu;
import flixel.addons.transition.FlxTransitionableState;
#if FEATURE_DEBUG_MENU
import funkin.ui.debug.DebugMenuSubState;
#end
import flixel.FlxObject;
import flixel.FlxSubState;
import flixel.FlxSprite;
import flixel.effects.FlxFlicker;
import flixel.math.FlxPoint;
import flixel.util.typeLimit.NextState;
import flixel.util.FlxColor;
import flixel.tweens.FlxEase;
import funkin.graphics.FunkinCamera;
import funkin.audio.FunkinSound;
import funkin.util.SwipeUtil;
import funkin.util.InputUtil;
import flixel.tweens.FlxTween;
import funkin.ui.MusicBeatState;
import funkin.ui.UIStateMachine;
import funkin.ui.UIStateMachine.UIState;
import flixel.util.FlxTimer;
import funkin.ui.AtlasMenuList.AtlasMenuItem;
import funkin.ui.freeplay.FreeplayState;
import funkin.ui.MenuList.MenuTypedList;
import funkin.ui.MenuList.MenuListItem;
import funkin.ui.title.TitleState;
import funkin.ui.story.StoryMenuState;
import funkin.ui.Prompt;
import funkin.util.WindowUtil;
import funkin.mobile.ui.FunkinButton;
import funkin.util.MathUtil;
import funkin.util.TouchUtil;
import funkin.api.newgrounds.Referral;
import funkin.ui.mainmenu.UpgradeSparkle;
import flixel.group.FlxSpriteGroup.FlxTypedSpriteGroup;
#if FEATURE_DISCORD_RPC
import funkin.api.discord.DiscordClient;
#end
#if FEATURE_NEWGROUNDS
import funkin.api.newgrounds.NewgroundsClient;
#end
#if mobile
import funkin.mobile.input.ControlsHandler;
import funkin.mobile.util.InAppPurchasesUtil;
#end
@:nullSafety
class MainMenuState extends MusicBeatState
{
var menuItems:Null<MenuTypedList<AtlasMenuItem>>;
var bg:Null<FlxSprite>;
var magenta:FlxSprite;
var camFollow:FlxObject;
#if mobile
var gyroPan:Null<FlxPoint>;
#end
var overrideMusic:Bool = false;
var uiStateMachine:UIStateMachine = new UIStateMachine();
var canInteract(get, never):Bool;
function get_canInteract():Bool
{
return uiStateMachine.canInteract();
}
static var rememberedSelectedIndex:Int = 0;
// this should never be false on non-mobile targets.
var hasUpgraded:Bool = false;
var upgradeSparkles:FlxTypedSpriteGroup<UpgradeSparkle>;
public function new(_overrideMusic:Bool = false)
{
super();
overrideMusic = _overrideMusic;
// Start in Entering state during screen fade in
uiStateMachine.transition(Entering);
upgradeSparkles = new FlxTypedSpriteGroup<UpgradeSparkle>();
magenta = new FlxSprite(Paths.image('menuBGMagenta'));
camFollow = new FlxObject(0, 0, 1, 1);
// TODO: enabling and disabling keys is a lil quirky,
// we should move towards unifying the UI and it's inputs into this UIStateMachine managed system
FlxG.keys.enabled = true;
}
override function create():Void
{
#if FEATURE_DISCORD_RPC
DiscordClient.instance.setPresence({state: "In the Menus", details: null});
#end
FlxG.cameras.reset(new FunkinCamera('mainMenu'));
transIn = FlxTransitionableState.defaultTransIn;
transOut = FlxTransitionableState.defaultTransOut;
#if FEATURE_MOBILE_IAP
trace("hasInitialized: " + InAppPurchasesUtil.hasInitialized);
if (InAppPurchasesUtil.hasInitialized) Preferences.noAds = InAppPurchasesUtil.isPurchased(InAppPurchasesUtil.UPGRADE_PRODUCT_ID);
// If the user is faster than their shit wifi, it gets the saved noAds instead.
hasUpgraded = Preferences.noAds;
#else
// just to make sure its never accidentally turned off
hasUpgraded = true;
#end
if (!overrideMusic) playMenuMusic();
// We want the state to always be able to begin with being able to accept inputs and show the anims of the menu items.
persistentUpdate = true;
persistentDraw = true;
bg = new FlxSprite(Paths.image('menuBG'));
bg.scrollFactor.x = #if !mobile 0 #else 0.17 #end; // we want a lil x scroll on mobile
bg.scrollFactor.y = 0.17;
bg.setGraphicSize(Std.int(FlxG.width * 1.2));
bg.updateHitbox();
bg.screenCenter();
add(bg);
add(camFollow);
magenta.scrollFactor.copyFrom(bg.scrollFactor);
magenta.setGraphicSize(Std.int(bg.width));
magenta.updateHitbox();
magenta.x = bg.x;
magenta.y = bg.y;
magenta.visible = false;
if (Preferences.flashingLights) add(magenta);
menuItems = new MenuTypedList<AtlasMenuItem>();
add(menuItems);
menuItems.onChange.add(onMenuItemChange);
menuItems.onAcceptPress.add(_ -> {
FlxFlicker.flicker(magenta, 1.1, 0.15, false, true);
uiStateMachine.transition(Interacting);
});
menuItems.enabled = true;
createMenuItem('storymode', 'mainmenu/storymode', () -> {
FlxG.signals.preStateSwitch.addOnce(() -> {
funkin.FunkinMemory.clearFreeplay();
funkin.FunkinMemory.purgeCache();
});
startExitState(() -> new StoryMenuState());
});
createMenuItem('freeplay', 'mainmenu/freeplay', function() {
persistentDraw = true;
persistentUpdate = false;
rememberedSelectedIndex = menuItems?.selectedIndex ?? 0;
// Freeplay has its own custom transition
FlxTransitionableState.skipNextTransIn = true;
FlxTransitionableState.skipNextTransOut = true;
// Since CUTOUT_WIDTH is static it might retain some old inccrect values so we update it before loading freeplay
FreeplayState.CUTOUT_WIDTH = funkin.ui.FullScreenScaleMode.gameCutoutSize.x / 1.5;
#if FEATURE_DEBUG_FUNCTIONS
// Debug function: Hold SHIFT when selecting Freeplay to swap character without the char select menu
var targetCharacter:Null<String> = FlxG.keys.pressed.SHIFT ? (FreeplayState.rememberedCharacterId == "pico" ? "bf" : "pico") : FreeplayState.rememberedCharacterId;
#else
var targetCharacter:Null<String> = FreeplayState.rememberedCharacterId;
#end
if (!hasUpgraded)
{
for (i in 0...upgradeSparkles.length)
{
upgradeSparkles.members[i].cancelSparkle();
}
}
openSubState(new FreeplayState(
{
character: targetCharacter
}));
});
if (hasUpgraded)
{
#if FEATURE_OPEN_URL
// In order to prevent popup blockers from triggering,
// we need to open the link as an immediate result of a keypress event,
// so we can't wait for the flicker animation to complete.
var hasPopupBlocker:Bool = #if web true #else false #end;
createMenuItem('merch', 'mainmenu/merch', selectMerch, hasPopupBlocker);
#end
}
else
{
add(upgradeSparkles);
createMenuItem('upgrade', 'mainmenu/upgrade', function() {
#if FEATURE_MOBILE_IAP
InAppPurchasesUtil.purchase(InAppPurchasesUtil.UPGRADE_PRODUCT_ID, FlxG.resetState);
uiStateMachine.transition(Idle);
#end
});
}
if (#if mobile ControlsHandler.usingExternalInputDevice #else true #end)
{
createMenuItem('options', 'mainmenu/options', function() {
startExitState(() -> new funkin.ui.options.OptionsState());
});
}
createMenuItem('credits', 'mainmenu/credits', function() {
startExitState(() -> new funkin.ui.credits.CreditsState());
});
// Reset position of menu items.
final spacing:Float = 160;
final top:Float = (FlxG.height - (spacing * (menuItems.length - 1))) / 2;
for (index => menuItem in menuItems)
{
menuItem.x = FlxG.width / 2;
menuItem.y = top + spacing * index;
menuItem.scrollFactor.x = #if !mobile 0.0 #else 0.4 #end; // we want a lil scroll on mobile, for the cute gyro effect
// This one affects how much the menu items move when you scroll between them.
menuItem.scrollFactor.y = 0.4;
if (index == 1) camFollow.setPosition(menuItem.getGraphicMidpoint().x, menuItem.getGraphicMidpoint().y);
}
menuItems.selectItem(rememberedSelectedIndex);
if (!hasUpgraded)
{
// the upgrade item
var targetItem = menuItems.members[2];
for (_ in 0...8)
{
var sparkle:UpgradeSparkle = new UpgradeSparkle(targetItem.x - (targetItem.width / 2), targetItem.y - (targetItem.height / 2), targetItem.width,
targetItem.height, FlxG.random.bool(80));
upgradeSparkles.add(sparkle);
sparkle.scrollFactor.x = 0.0;
sparkle.scrollFactor.y = 0.4;
}
subStateClosed.add(_ -> {
for (i in 0...upgradeSparkles.length)
{
upgradeSparkles.members[i].restartSparkle();
}
});
}
resetCamStuff();
// reset camera when debug menu is closed
subStateClosed.add(_ -> resetCamStuff(false));
subStateOpened.add((sub:FlxSubState) -> {
if (Std.isOfType(sub, FreeplayState))
{
FlxTimer.wait(0.5, () -> {
magenta.visible = false;
});
}
});
// FlxG.camera.setScrollBounds(bg.x, bg.x + bg.width, bg.y, bg.y + bg.height * 1.2);
#if mobile
gyroPan = new FlxPoint();
camFollow.y = bg.getGraphicMidpoint().y;
// TODO: This is absolutely disgusting but what the hell sure, fix it later -Zack
addBackButton(FlxG.width - 230, FlxG.height - 200, FlxColor.WHITE, goBack, 1.0);
if (!ControlsHandler.usingExternalInputDevice)
{
addOptionsButton(35, FlxG.height - 210, goOptions);
}
backButton?.onConfirmStart.add(() -> {
uiStateMachine.transition(Interacting);
trace('BACK: Interact Start');
});
optionsButton?.onConfirmStart.add(() -> {
uiStateMachine.transition(Interacting);
trace('OPTIONS: Interact Start');
});
#end
super.create();
// This has to come AFTER!
initLeftWatermarkText();
}
function initLeftWatermarkText():Void
{
if (leftWatermarkText == null) return;
leftWatermarkText.text = Constants.VERSION;
#if FEATURE_NEWGROUNDS
if (NewgroundsClient.instance.isLoggedIn())
{
leftWatermarkText.text += ' | Newgrounds: Logged in as ${NewgroundsClient.instance.user?.name}';
}
#end
}
function playMenuMusic():Void
{
FunkinSound.playMusic('freakyMenu',
{
overrideExisting: true,
restartTrack: false,
// Continue playing this music between states, until a different music track gets played.
persist: true
});
}
function resetCamStuff(snap:Bool = true):Void
{
FlxG.camera.follow(camFollow, null, 0.06);
if (snap) FlxG.camera.snapToTarget();
}
function createMenuItem(name:String, atlas:String, callback:Void->Void, fireInstantly:Bool = false):Void
{
if (menuItems == null) return;
var item:AtlasMenuItem = new AtlasMenuItem(name, Paths.getSparrowAtlas(atlas), callback);
item.fireInstantly = fireInstantly;
item.ID = menuItems.length;
item.scrollFactor.set();
// Set the offset of the item so the sprite is centered on the origin.
item.centered = true;
item.changeAnim('idle');
menuItems.addItem(name, item);
}
var buttonGrp:Array<FlxSprite> = [];
function createMenuButtion(name:String, atlas:String, callback:Void->Void):Void
{
var item:FunkinButton = new FunkinButton(Math.round(FlxG.width * 0.8), Math.round(FlxG.height * 0.7));
item.makeGraphic(250, 250, FlxColor.BLUE);
item.onDown.add(callback);
buttonGrp.push(item);
}
override function closeSubState():Void
{
magenta.visible = false;
// when we are in Transition (fade in on new FlxState) we don't really care about substate closing
// this fixes issue when Entering w/ fade -> interacting -> fade ends, so it transitions to Idle on our substate end here
if (!(subState is flixel.addons.transition.Transition))
{
uiStateMachine.transition(Idle);
#if FEATURE_TOUCH_CONTROLS
// we want to reset our backButton + optionsButton if we are returning to the main menu from a substate like freeplay
// however, we dont want to trigger these resets if we are entering the state
backButton?.animation.play('idle');
backButton?.resetCallbacks();
optionsButton?.animation.play('idle');
optionsButton?.resetCallbacks();
#end
}
super.closeSubState();
}
function onMenuItemChange(selected:MenuListItem)
{
if (#if mobile ControlsHandler.usingExternalInputDevice #else true #end) camFollow.setPosition(selected.getGraphicMidpoint().x,
selected.getGraphicMidpoint().y);
}
#if FEATURE_OPEN_URL
function selectDonate()
{
WindowUtil.openURL(Constants.URL_ITCH);
}
function selectMerch()
{
Referral.doMerchReferral();
uiStateMachine.transition(Idle);
}
#end
public function openPrompt(prompt:Prompt, onClose:Void->Void):Void
{
uiStateMachine.transition(Interacting);
persistentUpdate = false;
prompt.closeCallback = function() {
// in our closeSubstate override, we set the uiStateMachine, so no need to set here
if (onClose != null) onClose();
}
openSubState(prompt);
}
function startExitState(state:NextState):Void
{
if (menuItems == null) return;
uiStateMachine.transition(Exiting); // Start fade out
rememberedSelectedIndex = menuItems.selectedIndex;
// the fadeout duration for the initial alpha tweens, not the screen wipe fadeout!
var fadeOutDuration:Float = 0.4;
menuItems.forEach(item -> {
if (rememberedSelectedIndex != item.ID) FlxTween.tween(item, {alpha: 0}, fadeOutDuration, {ease: FlxEase.quadOut});
else
item.visible = false;
});
#if mobile
if (optionsButton != null) FlxTween.tween(optionsButton, {alpha: 0}, fadeOutDuration, {ease: FlxEase.quadOut});
if (backButton != null) FlxTween.tween(backButton, {alpha: 0}, fadeOutDuration, {ease: FlxEase.quadOut});
#end
FlxTimer.wait(fadeOutDuration, () -> {
trace('Exiting MainMenuState...');
FlxG.switchState(state);
});
}
override function update(elapsed:Float):Void
{
super.update(elapsed);
Conductor.instance.update();
#if mobile
if (gyroPan != null && bg != null && !ControlsHandler.usingExternalInputDevice)
{
gyroPan.add(FlxG.gyroscope.pitch * -1.25, FlxG.gyroscope.roll * -1.25);
// our pseudo damping
gyroPan.x = MathUtil.smoothLerpPrecision(gyroPan.x, 0, elapsed, 2.5);
gyroPan.y = MathUtil.smoothLerpPrecision(gyroPan.y, 0, elapsed, 2.5);
// how far away from bg mid do we want to pan via gyroPan
camFollow.x = bg.getGraphicMidpoint().x - gyroPan.x;
camFollow.y = bg.getGraphicMidpoint().y - gyroPan.y;
}
#end
if ((FlxG.sound.music?.volume ?? 1.0) < 0.8)
{
FlxG.sound.music.volume += 0.5 * elapsed;
}
handleInputs();
if (menuItems != null) menuItems.busy = !canInteract;
#if mobile
if (optionsButton != null)
{
optionsButton.active = canInteract || optionsButton.confirming;
optionsButton.enabled = optionsButton.active;
}
if (backButton != null)
{
backButton.active = canInteract || backButton.confirming;
backButton.enabled = backButton.active;
}
#end
}
function handleInputs():Void
{
if (!canInteract) return;
#if FEATURE_DEBUG_MENU
// Open the debug menu, defaults to ` / ~
// This includes stuff like the Chart Editor, so it should be present on all builds.
if (controls.DEBUG_MENU)
{
persistentUpdate = false;
uiStateMachine.transition(Interacting);
// Cancel the currently flickering menu item because it's about to call a state switch
if (menuItems != null && menuItems.busy) menuItems.cancelAccept();
FlxG.state.openSubState(new DebugMenuSubState());
}
#end
#if FEATURE_DEBUG_FUNCTIONS
// Ctrl+Alt+Shift+P = Character Unlock screen
// Ctrl+Alt+Shift+W = Meet requirements for Pico Unlock
// Ctrl+Alt+Shift+M = Revoke requirements for Pico Unlock
// Ctrl+Alt+Shift+R = Score/Rank conflict test
// Ctrl+Alt+Shift+N = Mark all characters as not seen
// Ctrl+Alt+Shift+E = Dump save data
// Ctrl+Alt+Shift+L = Force crash and create a log dump
if (InputUtil.allPressedWithDebounce([CONTROL, ALT, SHIFT, P]))
{
FlxG.switchState(() -> new funkin.ui.charSelect.CharacterUnlockState('pico'));
}
if (InputUtil.allPressedWithDebounce([CONTROL, ALT, SHIFT, W]))
{
FunkinSound.playOnce(Paths.sound('confirmMenu'));
// Give the user a score of 1 point on Weekend 1 story mode (Easy difficulty).
// This makes the level count as cleared and displays the songs in Freeplay.
funkin.save.Save.instance.setLevelScore('weekend1', 'easy',
{
score: 1,
tallies:
{
sick: 0,
good: 0,
bad: 0,
shit: 0,
missed: 0,
combo: 0,
maxCombo: 0,
totalNotesHit: 0,
totalNotes: 0,
}
});
}
if (InputUtil.allPressedWithDebounce([CONTROL, ALT, SHIFT, M]))
{
FunkinSound.playOnce(Paths.sound('confirmMenu'));
// Give the user a score of 0 points on Weekend 1 story mode (all difficulties).
// This makes the level count as uncleared and no longer displays the songs in Freeplay.
for (diff in ['easy', 'normal', 'hard'])
{
funkin.save.Save.instance.setLevelScore('weekend1', diff,
{
score: 0,
tallies:
{
sick: 0,
good: 0,
bad: 0,
shit: 0,
missed: 0,
combo: 0,
maxCombo: 0,
totalNotesHit: 0,
totalNotes: 0,
}
});
}
}
if (InputUtil.allPressedWithDebounce([CONTROL, ALT, SHIFT, R]))
{
// Give the user a hypothetical overridden score,
// and see if we can maintain that golden P rank.
funkin.save.Save.instance.setSongScore('tutorial', 'easy',
{
score: 1234567,
tallies:
{
sick: 0,
good: 0,
bad: 0,
shit: 1,
missed: 0,
combo: 0,
maxCombo: 0,
totalNotesHit: 1,
totalNotes: 10,
}
});
}
if (InputUtil.allPressedWithDebounce([CONTROL, ALT, SHIFT, N]))
{
@:privateAccess
{
funkin.save.Save.instance.data.unlocks.charactersSeen = ["bf"];
funkin.save.Save.instance.data.unlocks.oldChar = false;
}
}
if (InputUtil.allPressedWithDebounce([CONTROL, ALT, SHIFT, E]))
{
funkin.save.Save.instance.debug_dumpSaveJsonSave();
}
#end
if (controls.BACK) goBack();
}
function goOptions():Void
{
trace("OPTIONS: Interact complete.");
startExitState(() -> new funkin.ui.options.OptionsState());
}
function goBack():Void
{
trace("BACK: Interact complete.");
uiStateMachine.transition(Exiting);
rememberedSelectedIndex = menuItems?.selectedIndex ?? 0;
FunkinSound.playOnce(Paths.sound('cancelMenu'));
FlxG.switchState(() -> new TitleState());
}
}