1
0
Fork 0
mirror of https://github.com/ninjamuffin99/Funkin.git synced 2025-09-04 12:48:04 +00:00
Funkin/source/funkin/ui/transition/stickers/StickerSubState.hx
2025-06-27 07:31:32 +07:00

306 lines
8.7 KiB
Haxe

package funkin.ui.transition.stickers;
import flixel.addons.transition.FlxTransitionableState;
import flixel.FlxG;
import flixel.FlxState;
import flixel.group.FlxGroup.FlxTypedGroup;
import flixel.math.FlxMath;
import flixel.util.FlxSort;
import flixel.util.FlxTimer;
import funkin.audio.FunkinSound;
import funkin.util.HapticUtil;
import funkin.data.stickers.StickerRegistry;
import funkin.graphics.FunkinSprite;
import funkin.ui.freeplay.FreeplayState;
import funkin.ui.MusicBeatSubState;
import funkin.ui.transition.stickers.StickerPack;
import funkin.FunkinMemory;
import funkin.util.DeviceUtil;
using Lambda;
using StringTools;
typedef StickerSubStateParams =
{
/*
* The state to transition into.
*/
?targetState:StickerSubState->FlxState,
/**
* The sticker pack to retrieve and use.
* @default `Constants.DEFAULT_STICKER_PACK`
*/
?stickerPack:String,
/**
* An existing set of stickers to transition out with.
*/
?oldStickers:Array<StickerSprite>,
}
@:nullSafety
class StickerSubState extends MusicBeatSubState
{
public var grpStickers:FlxTypedGroup<StickerSprite>;
/**
* The state to switch to after the stickers are done.
* This is a FUNCTION so we can pass it directly to `FlxG.switchState()`,
* and we can add constructor parameters in the caller.
*/
var targetState:StickerSubState->FlxState;
var stickerPackId:String;
var stickerPack:StickerPack;
// what "folders" to potentially load from (as of writing only "keys" exist)
var soundSelections:Array<String> = [];
// what "folder" was randomly selected
var soundSelection:String = "";
var sounds:Array<String> = [];
public function new(params:StickerSubStateParams):Void
{
super();
// Define the target state, with a default fallback.
this.targetState = params?.targetState ?? (sticker) -> FreeplayState.build(null, sticker);
this.stickerPackId = params.stickerPack ?? Constants.DEFAULT_STICKER_PACK;
var targetStickerPack = StickerRegistry.instance.fetchEntry(this.stickerPackId);
this.stickerPack = targetStickerPack ?? StickerRegistry.instance.fetchDefault();
// TODO: Make this tied to the sticker pack more closely.
var assetsInList = Assets.list();
var soundFilterFunc = function(a:String) {
return a.startsWith('assets/shared/sounds/stickersounds/');
};
soundSelections = assetsInList.filter(soundFilterFunc);
soundSelections = soundSelections.map(function(a:String) {
return a.replace('assets/shared/sounds/stickersounds/', '').split('/')[0];
});
grpStickers = new FlxTypedGroup<StickerSprite>();
add(grpStickers);
// cracked cleanup... yuchh...
for (i in soundSelections)
{
while (soundSelections.contains(i))
{
soundSelections.remove(i);
}
soundSelections.push(i);
}
soundSelection = FlxG.random.getObject(soundSelections);
var filterFunc = function(a:String) {
return a.startsWith('assets/shared/sounds/stickersounds/' + soundSelection + '/');
};
var assetsInList3 = Assets.list();
sounds = assetsInList3.filter(filterFunc);
for (i in 0...sounds.length)
{
sounds[i] = sounds[i].replace('assets/shared/sounds/', '');
sounds[i] = sounds[i].substring(0, sounds[i].lastIndexOf('.'));
}
// makes the stickers on the most recent camera, which is more often than not... a UI camera!!
// grpStickers.cameras = [FlxG.cameras.list[FlxG.cameras.list.length - 1]];
grpStickers.cameras = FlxG.cameras.list;
if (params.oldStickers != null)
{
for (sticker in params.oldStickers)
{
grpStickers.add(sticker);
}
degenStickers();
}
else
{
regenStickers();
}
}
public function degenStickers():Void
{
grpStickers.cameras = FlxG.cameras.list;
/*
if (dipshit != null)
{
FlxG.removeChild(dipshit);
dipshit = null;
}
*/
if (grpStickers.members == null || grpStickers.members.length == 0)
{
switchingState = false;
close();
return;
}
for (ind => sticker in grpStickers.members)
{
new FlxTimer().start(sticker.timing, _ -> {
sticker.visible = false;
var daSound:String = FlxG.random.getObject(sounds);
FunkinSound.playOnce(Paths.sound(daSound));
// Do the small vibration each time sticker disappears.
HapticUtil.vibrate(0, 0.01, Constants.MIN_VIBRATION_AMPLITUDE * 0.5);
if (grpStickers == null || ind == grpStickers.members.length - 1)
{
switchingState = false;
FunkinMemory.clearStickers();
close();
}
});
}
}
function regenStickers():Void
{
if (grpStickers.members.length > 0)
{
grpStickers.clear();
}
// Initialize stickers at each point on the screen, then shuffle up the order they will get placed.
// This ensures stickers consistently cover the screen.
var xPos:Float = -100;
var yPos:Float = -100;
while (xPos <= FlxG.width)
{
var stickerPath:String = stickerPack.getRandomStickerPath(false);
var sticky:StickerSprite = new StickerSprite(0, 0, stickerPath);
sticky.visible = false;
sticky.x = xPos;
sticky.y = yPos;
xPos += sticky.frameWidth * 0.5;
if (xPos >= FlxG.width)
{
if (yPos <= FlxG.height)
{
xPos = -100;
yPos += FlxG.random.float(70, 120);
}
}
sticky.angle = FlxG.random.int(-60, 70);
grpStickers.add(sticky);
}
FlxG.random.shuffle(grpStickers.members);
// Creates a new sticker for the very center.
var lastStickerPath:String = stickerPack.getRandomStickerPath(true);
var lastSticker:StickerSprite = new StickerSprite(0, 0, lastStickerPath);
lastSticker.visible = false;
lastSticker.updateHitbox();
lastSticker.angle = 0;
lastSticker.screenCenter();
grpStickers.add(lastSticker);
// another damn for loop... apologies!!!
for (ind => sticker in grpStickers.members)
{
sticker.timing = FlxMath.remapToRange(ind, 0, grpStickers.members.length, 0, 0.9);
new FlxTimer().start(sticker.timing, _ -> {
if (grpStickers == null) return;
sticker.visible = true;
var daSound:String = FlxG.random.getObject(sounds);
FunkinSound.playOnce(Paths.sound(daSound));
// Do the small vibration each time sticker appears.
HapticUtil.vibrate(0, 0.01, Constants.MIN_VIBRATION_AMPLITUDE * 0.5);
var frameTimer:Int = FlxG.random.int(0, 2);
// always make the last one POP
if (ind == grpStickers.members.length - 1) frameTimer = 2;
new FlxTimer().start((1 / 24) * frameTimer, _ -> {
if (sticker == null) return;
sticker.scale.x = sticker.scale.y = FlxG.random.float(0.97, 1.02);
if (ind == grpStickers.members.length - 1)
{
switchingState = true;
FlxTransitionableState.skipNextTransIn = true;
FlxTransitionableState.skipNextTransOut = true;
// I think this grabs the screen and puts it under the stickers?
// Leaving this commented out rather than stripping it out because it's cool...
/*
dipshit = new Sprite();
var scrn:BitmapData = new BitmapData(FlxG.width, FlxG.height, true, 0x00000000);
var mat:Matrix = new Matrix();
scrn.draw(grpStickers.cameras[0].canvas, mat);
var bitmap:Bitmap = new Bitmap(scrn);
dipshit.addChild(bitmap);
// FlxG.addChildBelowMouse(dipshit);
*/
FlxG.signals.preStateSwitch.addOnce(function() {
#if ios
trace(DeviceUtil.iPhoneNumber);
if (DeviceUtil.iPhoneNumber > 12) funkin.FunkinMemory.purgeCache(true);
else
funkin.FunkinMemory.purgeCache();
#else
funkin.FunkinMemory.purgeCache(true);
#end
});
FlxG.switchState(() -> {
// TODO: Rework this asset caching stuff
// NOTE: This has to come AFTER the state switch,
// otherwise the game tries to render destroyed sprites!
// FunkinSprite.preparePurgeCache();
return targetState(this);
});
}
});
});
}
grpStickers.sort((ord, a, b) -> {
return FlxSort.byValues(ord, a.timing, b.timing);
});
}
override public function update(elapsed:Float):Void
{
super.update(elapsed);
}
var switchingState:Bool = false;
override public function close():Void
{
if (switchingState) return;
super.close();
}
override public function destroy():Void
{
if (switchingState) return;
super.destroy();
}
}