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Funkin/source/funkin/ui/title/TitleState.hx
Hundrec 89e07dac76 Add 2 sec fade and shorten timer to 37.5 sec
Co-Authored-By: Abnormal <86753001+AbnormalPoof@users.noreply.github.com>
2025-08-17 03:37:38 +08:00

515 lines
15 KiB
Haxe

package funkin.ui.title;
import flixel.FlxSprite;
import flixel.group.FlxGroup;
import flixel.input.gamepad.FlxGamepad;
import funkin.ui.FullScreenScaleMode;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.util.FlxColor;
import flixel.util.FlxDirectionFlags;
import flixel.util.FlxTimer;
import funkin.util.HapticUtil;
import flixel.util.typeLimit.NextState;
import funkin.audio.visualize.SpectogramSprite;
import funkin.graphics.shaders.ColorSwap;
import funkin.graphics.shaders.LeftMaskShader;
import funkin.graphics.FunkinSprite;
import funkin.ui.MusicBeatState;
import funkin.graphics.shaders.TitleOutline;
import funkin.audio.FunkinSound;
import funkin.ui.AtlasText;
import openfl.Assets;
import openfl.display.Sprite;
import openfl.events.AsyncErrorEvent;
import funkin.ui.mainmenu.MainMenuState;
import openfl.events.MouseEvent;
import openfl.events.NetStatusEvent;
import openfl.media.Video;
import openfl.net.NetStream;
#if FEATURE_NEWGROUNDS
import funkin.api.newgrounds.Medals;
#end
import funkin.ui.freeplay.FreeplayState;
import openfl.display.BlendMode;
import funkin.save.Save;
#if mobile
import funkin.util.TouchUtil;
import funkin.util.SwipeUtil;
#end
class TitleState extends MusicBeatState
{
/**
* Only play the credits once per session.
*/
public static var initialized:Bool = false;
var blackScreen:FlxSprite;
var credGroup:FlxGroup;
var textGroup:FlxGroup;
var ngSpr:FlxSprite;
var curWacky:Array<String> = [];
var lastBeat:Int = 0;
var swagShader:ColorSwap;
override public function create():Void
{
super.create();
swagShader = new ColorSwap();
curWacky = FlxG.random.getObject(getIntroTextShit());
funkin.FunkinMemory.cacheSound(Paths.music('girlfriendsRingtone/girlfriendsRingtone'));
// DEBUG BULLSHIT
if (!initialized) new FlxTimer().start(1, function(tmr:FlxTimer) {
startIntro();
});
else
startIntro();
}
var logoBl:FlxSprite;
var outlineShaderShit:TitleOutline;
var gfDance:FlxSpriteOverlay;
var danceLeft:Bool = false;
var titleText:FlxSprite;
var maskShader = new LeftMaskShader();
var attractTimer:FlxTimer;
function startIntro():Void
{
if (!initialized || FlxG.sound.music == null) playMenuMusic();
persistentUpdate = true;
var bg:FunkinSprite = new FunkinSprite(-1).makeSolidColor(FlxG.width + 2, FlxG.height, FlxColor.BLACK);
bg.screenCenter();
add(bg);
logoBl = new FlxSprite(-150 + (FullScreenScaleMode.gameCutoutSize.x / 2.5), -100);
logoBl.frames = Paths.getSparrowAtlas('logoBumpin');
logoBl.animation.addByPrefix('bump', 'logo bumpin', 24);
logoBl.animation.play('bump');
logoBl.shader = swagShader.shader;
logoBl.updateHitbox();
outlineShaderShit = new TitleOutline();
gfDance = new FlxSpriteOverlay((FlxG.width * 0.4) + FullScreenScaleMode.gameCutoutSize.x / 2.5, FlxG.height * 0.07);
gfDance.frames = Paths.getSparrowAtlas('gfDanceTitle');
gfDance.animation.addByIndices('danceLeft', 'gfDance', [30, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14], "", 24, false);
gfDance.animation.addByIndices('danceRight', 'gfDance', [15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29], "", 24, false);
// maskShader.swagSprX = gfDance.x;
// maskShader.swagMaskX = gfDance.x + 200;
// maskShader.frameUV = gfDance.frame.uv;
// gfDance.shader = maskShader;
gfDance.shader = swagShader.shader;
// gfDance.shader = new TitleOutline();
add(logoBl);
add(gfDance);
#if mobile
// shift it a bit more to the left on mobile!!
titleText = new FlxSprite(50 + (FullScreenScaleMode.gameCutoutSize.x / 2), FlxG.height * 0.8);
titleText.frames = Paths.getSparrowAtlas('titleEnter_mobile');
#else
titleText = new FlxSprite(100 + (FullScreenScaleMode.gameCutoutSize.x / 2), FlxG.height * 0.8);
titleText.frames = Paths.getSparrowAtlas('titleEnter');
#end
titleText.animation.addByPrefix('idle', "Press Enter to Begin", 24);
titleText.animation.addByPrefix('press', "ENTER PRESSED", 24);
titleText.animation.play('idle');
titleText.updateHitbox();
titleText.shader = swagShader.shader;
// titleText.screenCenter(X);
add(titleText);
if (!initialized) // Fix an issue where returning to the credits would play a black screen.
{
credGroup = new FlxGroup();
add(credGroup);
}
textGroup = new FlxGroup();
blackScreen = bg.clone();
if (credGroup != null)
{
credGroup.add(blackScreen);
credGroup.add(textGroup);
}
ngSpr = new FlxSprite(0, FlxG.height * 0.52);
if (FlxG.random.bool(1))
{
ngSpr.loadGraphic(Paths.image('newgrounds_logo_classic'));
}
else if (FlxG.random.bool(30))
{
ngSpr.loadGraphic(Paths.image('newgrounds_logo_animated'), true, 600);
ngSpr.animation.add('idle', [0, 1], 4);
ngSpr.animation.play('idle');
ngSpr.setGraphicSize(Std.int(ngSpr.width * 0.55));
ngSpr.y += 25;
}
else
{
ngSpr.loadGraphic(Paths.image('newgrounds_logo'));
ngSpr.setGraphicSize(Std.int(ngSpr.width * 0.8));
}
add(ngSpr);
ngSpr.visible = false;
ngSpr.updateHitbox();
ngSpr.screenCenter(X);
FlxG.mouse.visible = false;
if (initialized) skipIntro();
else
initialized = true;
trace('Starting attract timer');
attractTimer = new FlxTimer().start(Constants.TITLE_ATTRACT_DELAY, (_:FlxTimer) -> moveToAttract());
}
/**
* After sitting on the title screen for a while, transition to the attract screen.
*/
function moveToAttract():Void
{
FlxG.sound.music.fadeOut(2.0, 0);
FlxG.camera.fade(FlxColor.BLACK, 2.0, false, function() {
FlxG.switchState(() -> new AttractState());
});
}
function playMenuMusic():Void
{
var shouldFadeIn:Bool = (FlxG.sound.music == null);
// Load music. Includes logic to handle BPM changes.
FunkinSound.playMusic('freakyMenu',
{
startingVolume: 0.0,
overrideExisting: true,
restartTrack: false,
// Continue playing this music between states, until a different music track gets played.
persist: true
});
// Fade from 0.0 to 1 over 4 seconds
if (shouldFadeIn) FlxG.sound.music.fadeIn(4.0, 0.0, 1.0);
}
function getIntroTextShit():Array<Array<String>>
{
var fullText:String = Assets.getText(Paths.txt('introText'));
// Split into lines and remove empty lines
var firstArray:Array<String> = fullText.split('\n').filter(function(s:String) return s != '');
var swagGoodArray:Array<Array<String>> = [];
for (i in firstArray)
{
swagGoodArray.push(i.split('--'));
}
return swagGoodArray;
}
var transitioning:Bool = false;
override function update(elapsed:Float):Void
{
FlxG.bitmapLog.add(FlxG.camera.buffer);
#if (desktop || android)
// Pressing BACK on the title screen should close the game.
// This lets you exit without leaving fullscreen mode.
// Only applicable on desktop and Android.
if (#if android FlxG.android.justReleased.BACK || #end controls.BACK)
{
openfl.Lib.application.window.close();
}
#end
Conductor.instance.update();
funkin.input.Cursor.hide();
/* if (FlxG.onMobile)
{
if (gfDance != null)
{
gfDance.x = (FlxG.width / 2) + (FlxG.accelerometer.x * (FlxG.width / 2));
// gfDance.y = (FlxG.height / 2) + (FlxG.accelerometer.y * (FlxG.height / 2));
}
}
*/
if (outlineShaderShit != null)
{
if (FlxG.keys.justPressed.I)
{
FlxTween.tween(outlineShaderShit, {funnyX: 50, funnyY: 50}, 0.6, {ease: FlxEase.quartOut});
}
if (FlxG.keys.pressed.D)
{
outlineShaderShit.funnyX += 1;
}
// outlineShaderShit.xPos.value[0] += 1;
}
if (FlxG.keys.justPressed.Y)
{
FlxTween.cancelTweensOf(FlxG.stage.window, ['x', 'y']);
FlxTween.tween(FlxG.stage.window, {x: FlxG.stage.window.x + 300}, 1.4, {ease: FlxEase.quadInOut, type: PINGPONG, startDelay: 0.35});
FlxTween.tween(FlxG.stage.window, {y: FlxG.stage.window.y + 100}, 0.7, {ease: FlxEase.quadInOut, type: PINGPONG});
}
if (FlxG.sound.music != null) Conductor.instance.update(FlxG.sound.music.time);
// do controls.PAUSE | controls.ACCEPT instead?
var pressedEnter:Bool = FlxG.keys.justPressed.ENTER #if mobile || (TouchUtil.justReleased && !SwipeUtil.justSwipedAny) #end;
var gamepad:FlxGamepad = FlxG.gamepads.lastActive;
if (gamepad != null)
{
if (gamepad.justPressed.START || gamepad.justPressed.ACCEPT) pressedEnter = true;
}
// If you spam Enter, we should skip the transition.
if (pressedEnter && transitioning && skippedIntro)
{
moveToMainMenu();
}
if (pressedEnter && !transitioning && skippedIntro)
{
if (FlxG.sound.music != null) FlxG.sound.music.onComplete = null;
titleText.animation.play('press');
FlxG.camera.flash(FlxColor.WHITE, 1);
FunkinSound.playOnce(Paths.sound('confirmMenu'), 0.7);
transitioning = true;
#if FEATURE_NEWGROUNDS
// Award the "Start Game" medal.
Medals.award(Medal.StartGame);
funkin.api.newgrounds.Events.logStartGame();
#end
new FlxTimer().start(2, function(tmr:FlxTimer) {
moveToMainMenu();
});
}
if (pressedEnter && !skippedIntro && initialized) skipIntro();
// TODO: Maybe use the dxdy method for swiping instead.
if (controls.UI_LEFT #if mobile || SwipeUtil.justSwipedLeft #end) swagShader.update(-elapsed * 0.1);
if (controls.UI_RIGHT #if mobile || SwipeUtil.justSwipedRight #end) swagShader.update(elapsed * 0.1);
if (!cheatActive && skippedIntro) cheatCodeShit();
super.update(elapsed);
}
function moveToMainMenu():Void
{
if (attractTimer != null)
{
attractTimer.cancel();
attractTimer = null;
}
funkin.FunkinMemory.purgeCache();
FlxG.switchState(() -> new MainMenuState());
}
override function draw()
{
super.draw();
}
var cheatArray:Array<Int> = [0x0001, 0x0010, 0x0001, 0x0010, 0x0100, 0x1000, 0x0100, 0x1000];
var curCheatPos:Int = 0;
var cheatActive:Bool = false;
function cheatCodeShit():Void
{
if (controls.NOTE_DOWN_P || controls.UI_DOWN_P #if mobile || SwipeUtil.justSwipedUp #end) codePress(FlxDirectionFlags.DOWN.toInt());
if (controls.NOTE_UP_P || controls.UI_UP_P #if mobile || SwipeUtil.justSwipedDown #end) codePress(FlxDirectionFlags.UP.toInt());
if (controls.NOTE_LEFT_P || controls.UI_LEFT_P #if mobile || SwipeUtil.justSwipedLeft #end) codePress(FlxDirectionFlags.LEFT.toInt());
if (controls.NOTE_RIGHT_P || controls.UI_RIGHT_P #if mobile || SwipeUtil.justSwipedRight #end) codePress(FlxDirectionFlags.RIGHT.toInt());
}
function codePress(input:Int)
{
if (input == cheatArray[curCheatPos])
{
curCheatPos += 1;
if (curCheatPos >= cheatArray.length) startCheat();
}
else
curCheatPos = 0;
trace(input);
}
function startCheat():Void
{
cheatActive = true;
var spec:SpectogramSprite = new SpectogramSprite(FlxG.sound.music);
FunkinSound.playMusic('girlfriendsRingtone',
{
startingVolume: 0.0,
overrideExisting: true,
restartTrack: true
});
FlxG.sound.music.fadeIn(4.0, 0.0, 1.0);
FlxG.camera.flash(FlxColor.WHITE, 1);
FunkinSound.playOnce(Paths.sound('confirmMenu'), 0.7);
}
function createCoolText(textArray:Array<String>)
{
if (credGroup == null || textGroup == null) return;
for (i in 0...textArray.length)
{
var money:AtlasText = new AtlasText(0, 0, textArray[i], AtlasFont.BOLD);
money.screenCenter(X);
money.y += (i * 60) + 200;
// credGroup.add(money);
textGroup.add(money);
}
}
function addMoreText(text:String)
{
if (credGroup == null || textGroup == null) return;
HapticUtil.vibrate();
var coolText:AtlasText = new AtlasText(0, 0, text.trim(), AtlasFont.BOLD);
coolText.screenCenter(X);
coolText.y += (textGroup.length * 60) + 200;
textGroup.add(coolText);
}
function deleteCoolText()
{
if (credGroup == null || textGroup == null) return;
while (textGroup.members.length > 0)
{
// credGroup.remove(textGroup.members[0], true);
textGroup.remove(textGroup.members[0], true);
}
}
var isRainbow:Bool = false;
var skippedIntro:Bool = false;
override function beatHit():Bool
{
// super.beatHit() returns false if a module cancelled the event.
if (!super.beatHit()) return false;
if (!skippedIntro)
{
// FlxG.log.add(Conductor.instance.currentBeat);
// if the user is draggin the window some beats will
// be missed so this is just to compensate
if (Conductor.instance.currentBeat > lastBeat)
{
// TODO: Why does it perform ALL the previous steps each beat?
for (i in lastBeat...Conductor.instance.currentBeat)
{
switch (i + 1)
{
case 1:
createCoolText(['The', 'Funkin Crew Inc']);
case 3:
addMoreText('presents');
case 4:
deleteCoolText();
case 5:
createCoolText(['In association', 'with']);
case 7:
addMoreText('newgrounds');
if (ngSpr != null) ngSpr.visible = true;
case 8:
deleteCoolText();
if (ngSpr != null) ngSpr.visible = false;
case 9:
createCoolText([curWacky[0]]);
case 11:
addMoreText(curWacky[1]);
case 12:
deleteCoolText();
case 13:
addMoreText('Friday');
case 14:
// easter egg for when the game is trending with the wrong spelling
// the random intro text would be "trending--only on x"
if (curWacky[0] == "trending") addMoreText('Nigth');
else
addMoreText('Night');
case 15:
addMoreText('Funkin');
case 16:
skipIntro();
}
}
}
lastBeat = Conductor.instance.currentBeat;
}
if (skippedIntro)
{
if (cheatActive && Conductor.instance.currentBeat % 2 == 0) swagShader.update(0.125);
if (logoBl != null && logoBl.animation != null) logoBl.animation.play('bump', true);
danceLeft = !danceLeft;
if (gfDance != null && gfDance.animation != null)
{
if (danceLeft) gfDance.animation.play('danceRight');
else
gfDance.animation.play('danceLeft');
}
}
return true;
}
function skipIntro():Void
{
if (!skippedIntro)
{
remove(ngSpr);
FlxG.camera.flash(FlxColor.WHITE, initialized ? 1 : 4);
if (credGroup != null) remove(credGroup);
skippedIntro = true;
}
}
}