mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-09-12 05:07:06 +00:00
371 lines
10 KiB
Haxe
371 lines
10 KiB
Haxe
package funkin.play;
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typedef PauseSubStateParams =
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{
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?mode:PauseMode,
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};
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/**
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* The menu displayed when the Play State is paused.
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*/
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class PauseSubState extends MusicBeatSubState
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{
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static final PAUSE_MENU_ENTRIES_STANDARD = [
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{text: 'Resume', callback: resume},
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{text: 'Restart Song', callback: restartPlayState},
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{text: 'Change Difficulty', callback: switchMode.bind(_, Difficulty)},
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{text: 'Enable Practice Mode', callback: enablePracticeMode, filter: () -> (PlayState.instance?.isPracticeMode ?? true)},
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{text: 'Exit to Menu', callback: quitToMenu},
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];
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static final PAUSE_MENU_ENTRIES_CHARTING = [
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{text: 'Resume', callback: resume},
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{text: 'Restart Song', callback: restartPlayState},
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{text: 'Return to Chart Editor', callback: quitToChartEditor},
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];
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static final PAUSE_MENU_ENTRIES_DIFFICULTY = [
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{text: 'Back', callback: switchMode.bind(_, Standard)}
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// Other entries are added dynamically.
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];
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static final PAUSE_MENU_ENTRIES_CUTSCENE = [
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{text: 'Resume', callback: resume},
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{text: 'Restart Cutscene', callback: restartCutscene},
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{text: 'Skip Cutscene', callback: skipCutscene},
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{text: 'Exit to Menu', callback: quitToMenu},
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];
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static final MUSIC_FADE_IN_TIME:Float = 50;
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static final MUSIC_FINAL_VOLUME:Float = 0.5;
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public static var musicSuffix:String = '';
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// Status
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var menuEntries:Array<PauseMenuEntry>;
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var currentEntry:Int = 0;
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var currentMode:PauseMode;
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var allowInput:Bool = true;
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// Graphics
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var metadata:FlxTypedGroup<FlxText>;
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var metadataPractice:FlxText;
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var menuEntryText:FlxTypedGroup<AtlasText>;
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// Audio
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var pauseMusic:FunkinSound;
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public function new(?params:PauseSubStateParams)
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{
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super();
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this.currentMode = params?.mode ?? PauseMode.Standard;
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this.bgColor = FlxColor.TRANSPARENT; // Transparent, fades into black later.
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}
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public override function create():Void
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{
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super.create();
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startPauseMusic();
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buildMetadata();
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transitionIn();
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}
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public override function update(elapsed:Float):Void
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{
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super.update(elapsed);
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handleInputs();
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}
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function startPauseMusic():Void
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{
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pauseMusic = FunkinSound.load(Paths.music('breakfast-pixel'), true, true);
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// Start playing at a random point in the song.
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pauseMusic.play(false, FlxG.random.int(0, Std.int(pauseMusic.length / 2)));
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pauseMusic.fadeIn(MUSIC_FADE_IN_TIME, 0, MUSIC_FINAL_VOLUME);
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}
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/**
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* Render the metadata in the top right.
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*/
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function buildMetadata():Void
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{
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metadata = new FlxTypedGroup<FlxSprite>();
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add(metadata);
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var metadataSong:FlxText = new FlxText(20, 15, 0, 'Song Name - Artist');
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metadataSong.setFormat(Paths.font('vcr.ttf'), 32, FlxColor.WHITE, FlxTextAlign.RIGHT);
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if (PlayState.instance?.currentChart != null)
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{
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metadataSong.text += '${PlayState.instance.currentChart.songName} - ${PlayState.instance.currentChart.songArtist}';
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}
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metadata.add(metadataSong);
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var metadataDifficulty:FlxText = new FlxText(20, 15 + 32, 0, 'Difficulty');
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metadataDifficulty.setFormat(Paths.font('vcr.ttf'), 32, FlxColor.WHITE, FlxTextAlign.RIGHT);
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if (PlayState.instance?.currentDifficulty != null)
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{
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metadataDifficulty.text += PlayState.instance.currentDifficulty.toTitleCase();
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}
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metadata.add(metadataDifficulty);
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var metadataDeaths:FlxText = new FlxText(20, 15 + 64, 0, '0 Blue Balls');
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metadataDeaths.setFormat(Paths.font('vcr.ttf'), 32, FlxColor.WHITE, FlxTextAlign.RIGHT);
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metadataDeaths.text = '${PlayState.instance?.deathCounter} Blue Balls';
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metadata.add(metadataDeaths);
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metadataPractice = new FlxText(20, 15 + 96, 0, 'PRACTICE MODE');
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metadataPractice.setFormat(Paths.font('vcr.ttf'), 32, FlxColor.WHITE, FlxTextAlign.RIGHT);
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metadataPractice.visible = PlayState.instance?.isPracticeMode ?? false;
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metadata.add(metadataPractice);
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}
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function regenerateMenu(?targetMode:PauseMode):Void
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{
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var previousMode:PauseMode = this.currentMode;
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this.currentMode = targetMode ?? this.currentMode;
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this.currentEntry = 0;
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menuEntryText.clear();
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// Choose the correct menu entries.
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switch (this.currentMode)
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{
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case PauseMode.Standard:
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currentMenuEntries = PAUSE_MENU_ENTRIES_STANDARD.clone();
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case PauseMode.Charting:
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currentMenuEntries = PAUSE_MENU_ENTRIES_CHARTING.clone();
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case PauseMode.Difficulty:
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// Prepend the difficulties.
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var entries:Array<PauseMenuEntry> = [];
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if (PlayState.instance.currentChart != null)
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{
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var difficultiesInVariation = PlayState.instance.currentSong.listDifficulties(PlayState.instance.currentChart.variation);
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trace('DIFFICULTIES: ${difficultiesInVariation}');
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for (difficulty in difficultiesInVariation)
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{
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difficulties.push({text: difficulty.toTitleCase(), callback: () -> changeDifficulty(this, difficulty)});
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}
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}
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// Add the back button.
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currentMenuEntries = entries.concat(PAUSE_MENU_ENTRIES_DIFFICULTY.clone());
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case PauseMode.Cutscene:
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currentMenuEntries = PAUSE_MENU_ENTRIES_CUTSCENE.clone();
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}
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// Render out the entries depending on the mode.
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for (entryIndex in 0...entries)
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{
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var entry:PauseMenuEntry = entries[entryIndex];
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// Remove entries that should be hidden.
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if (entry.filter != null && !entry.filter()) currentMenuEntries.remove(entry);
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var yPos:Float = 70 * entryIndex + 30;
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var text:AtlasText = new AtlasText(0, yPos, entry.text, AtlasFont.BOLD);
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text.alpha = 0;
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menuEntryText.add(text);
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entry.sprite = text;
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}
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metadataPractice.visible = PlayState.instance?.isPracticeMode ?? false;
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changeSelection();
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}
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function transitionIn():Void
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{
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FlxTween.globalManager.bgColor(this, 0.4, FlxColor.fromRGB(0, 0, 0, 0.0), FlxColor.fromRGB(0, 0, 0, 0.6), {ease: FlxEase.quartInOut});
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// Animate each element a little bit downwards.
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var delay:Float = 0.3;
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for (child in metadata.members)
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{
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FlxTween.tween(child, {alpha: 1, y: child.y + 5}, 0.4, {ease: FlxEase.quartInOut, startDelay: delay});
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delay += 0.2;
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}
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}
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function handleInputs():Void
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{
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if (!allowInput) return;
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if (controls.UI_UP_P)
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{
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changeSelection(-1);
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}
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if (controls.UI_DOWN_P)
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{
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changeSelection(1);
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}
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if (controls.PAUSE)
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{
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resume(this);
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}
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if (controls.ACCEPT)
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{
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menuEntries[currentEntry].callback(this);
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}
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#if (debug || FORCE_DEBUG_VERSION)
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// to pause the game and get screenshots easy, press H on pause menu!
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if (FlxG.keys.justPressed.H)
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{
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var visible = !metaDataGrp.visible;
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metadata = visible;
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menuEntryText = visible;
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this.bgColor = visible ? 0x99000000 : 0x00000000; // 60% or fully transparent black
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}
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#end
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}
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function changeSelection(change:Int = 0):Void
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{
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FlxG.sound.play(Paths.sound('scrollMenu'), 0.4);
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currentEntry += change;
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if (currentEntry < 0) currentEntry = menuEntries.length - 1;
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if (currentEntry >= menuEntries.length) currentEntry = 0;
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for (entryIndex in 0...menuEntries.length)
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{
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var isCurrent:Bool = entryIndex == currentEntry;
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var entry:PauseMenuEntry = menuEntries[entryIndex];
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var text:AtlasText = entry.sprite;
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// Set the transparency.
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text.alpha = isCurrent ? 1.0 : 0.6;
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// Set the position.
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var targetX = FlxMath.remapToRange((entryIndex - currentEntry), 0, 1, 0, 1.3) * 20 + 90;
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var targetY = FlxMath.remapToRange((entryIndex - currentEntry), 0, 1, 0, 1.3) * 120 + (FlxG.height * 0.48);
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FlxTween.tween(text, {x: targetX, y: targetY}, 0.16, {ease: FlxEase.linear});
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}
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}
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// ===============
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// Menu Callbacks
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// ===============
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static function resume(state:PauseSubState):Void
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{
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state.close();
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}
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static function switchMode(state:PauseSubState, targetMode:PauseMode):Void
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{
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state.regenerateMenu(targetMode);
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}
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static function changeDifficulty(state:PauseSubState, difficulty:String):Void
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{
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PlayState.instance.currentSong = SongRegistry.instance.fetchEntry(PlayState.instance.currentSong.id.toLowerCase());
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// Reset campaign score when changing difficulty
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// So if you switch difficulty on the last song of a week you get a really low overall score.
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PlayStatePlaylist.campaignScore = 0;
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PlayStatePlaylist.campaignDifficulty = difficulty;
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PlayState.instance.currentDifficulty = PlayStatePlaylist.campaignDifficulty;
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PlayState.instance.needsReset = true;
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state.close();
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}
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static function restartPlayState(state:PauseSubState):Void
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{
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PlayState.instance.needsReset = true;
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state.close();
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}
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static function enablePracticeMode(state:PauseSubState):Void
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{
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if (PlayState.instance == null) return;
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PlayState.instance.isPracticeMode = true;
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regenerateMenu();
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}
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static function quitToMenu(state:PauseSubState):Void
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{
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state.allowInput = false;
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PlayState.instance.deathCounter = 0;
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FlxTransitionableState.skipNextTransIn = true;
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FlxTransitionableState.skipNextTransOut = true;
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if (PlayStatePlaylist.isStoryMode)
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{
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PlayStatePlaylist.reset();
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openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> new funkin.ui.story.StoryMenuState(sticker)));
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}
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else
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{
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openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> new funkin.ui.freeplay.FreeplayState(null, sticker)));
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}
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}
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static function quitToChartEditor(state:PauseSubState):Void
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{
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state.close();
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if (FlxG.sound.music != null) FlxG.sound.music.pause(); // Don't reset song position!
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PlayState.instance.close(); // This only works because PlayState is a substate!
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}
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/**
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* Reset the pause configuration to the default.
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*/
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public static function reset():Void
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{
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musicSuffix = '';
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}
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}
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/**
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* Which set of options the pause menu should display.
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*/
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enum PauseMode
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{
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/**
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* The menu displayed when the player pauses the game during a song.
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*/
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Standard;
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/**
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* The menu displayed when the player pauses the game during a song while in charting mode.
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*/
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Charting;
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/**
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* The menu displayed when the player moves to change the game's difficulty.
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*/
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Difficulty;
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/**
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* The menu displayed when the player pauses the game during a cutscene.
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*/
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Cutscene;
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}
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typedef PauseMenuEntry =
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{
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var text:String;
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var callback:PauseSubState->Void;
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var ?sprite:AtlasText;
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/**
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* If this returns true, the entry will be displayed. If it returns false, the entry will be hidden.
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*/
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var ?filter:Void->Bool;
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};
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