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Funkin/source/funkin/play/cutscene/VideoCutscene.hx

348 lines
7.8 KiB
Haxe

package funkin.play.cutscene;
import funkin.play.PlayState;
import flixel.FlxSprite;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.util.FlxColor;
import flixel.util.FlxSignal;
import flixel.util.FlxTimer;
#if html5
import funkin.graphics.video.FlxVideo;
#end
#if hxCodec
import hxcodec.flixel.FlxVideoSprite;
#end
/**
* Assumes you are in the PlayState.
*/
class VideoCutscene
{
static var blackScreen:FlxSprite;
static var cutsceneType:CutsceneType;
#if html5
static var vid:FlxVideo;
#end
#if hxCodec
static var vid:FlxVideoSprite;
#end
/**
* Called when the video is started.
*/
public static final onVideoStarted:FlxSignal = new FlxSignal();
/**
* Called if the video is paused.
*/
public static final onVideoPaused:FlxSignal = new FlxSignal();
/**
* Called if the video is resumed.
*/
public static final onVideoResumed:FlxSignal = new FlxSignal();
/**
* Called if the video is restarted. onVideoStarted is not called.
*/
public static final onVideoRestarted:FlxSignal = new FlxSignal();
/**
* Called when the video is ended or skipped.
*/
public static final onVideoEnded:FlxSignal = new FlxSignal();
/**
* Play a video cutscene.
* TODO: Currently this is hardcoded to start the countdown after the video is done.
* @param path The path to the video file. Use Paths.file(path) to get the correct path.
* @param cutseneType The type of cutscene to play, determines what the game does after. Defaults to `CutsceneType.STARTING`.
*/
public static function play(filePath:String, ?cutsceneType:CutsceneType = STARTING):Void
{
if (PlayState.instance == null) return;
if (!openfl.Assets.exists(filePath))
{
// Display a popup.
lime.app.Application.current.window.alert('Video file does not exist: ${filePath}', 'Error playing video');
return;
}
var rawFilePath = Paths.stripLibrary(filePath);
// Trigger the cutscene. Don't play the song in the background.
PlayState.instance.isInCutscene = true;
PlayState.instance.camHUD.visible = false;
PlayState.instance.camCutscene.visible = true;
// Display a black screen to hide the game while the video is playing.
blackScreen = new FlxSprite(-200, -200).makeGraphic(FlxG.width * 2, FlxG.height * 2, FlxColor.BLACK);
blackScreen.scrollFactor.set(0, 0);
blackScreen.cameras = [PlayState.instance.camCutscene];
PlayState.instance.add(blackScreen);
VideoCutscene.cutsceneType = cutsceneType;
#if html5
playVideoHTML5(rawFilePath);
#elseif hxCodec
playVideoNative(rawFilePath);
#else
throw "No video support for this platform!";
#end
}
public static function isPlaying():Bool
{
#if (html5 || hxCodec)
return vid != null;
#else
return false;
#end
}
#if html5
static function playVideoHTML5(filePath:String):Void
{
// Video displays OVER the FlxState.
vid = new FlxVideo(filePath);
if (vid != null)
{
vid.zIndex = 0;
vid.finishCallback = finishVideo.bind(0.5);
vid.cameras = [PlayState.instance.camCutscene];
PlayState.instance.add(vid);
PlayState.instance.refresh();
onVideoStarted.dispatch();
}
else
{
trace('ALERT: Video is null! Could not play cutscene!');
}
}
#end
#if hxCodec
static function playVideoNative(filePath:String):Void
{
// Video displays OVER the FlxState.
vid = new FlxVideoSprite(0, 0);
if (vid != null)
{
vid.zIndex = 0;
vid.bitmap.onEndReached.add(finishVideo.bind(0.5));
vid.autoPause = false;
vid.cameras = [PlayState.instance.camCutscene];
PlayState.instance.add(vid);
PlayState.instance.refresh();
vid.play(filePath, false);
// Resize videos bigger or smaller than the screen.
vid.bitmap.onTextureSetup.add(() -> {
vid.setGraphicSize(FlxG.width, FlxG.height);
vid.updateHitbox();
vid.x = 0;
vid.y = 0;
// vid.scale.set(0.5, 0.5);
});
onVideoStarted.dispatch();
}
else
{
trace('ALERT: Video is null! Could not play cutscene!');
}
}
#end
public static function restartVideo(resume:Bool = true):Void
{
#if html5
if (vid != null)
{
vid.restartVideo();
onVideoRestarted.dispatch();
}
#end
#if hxCodec
if (vid != null)
{
// Seek to the start of the video.
vid.bitmap.time = 0;
if (resume)
{
// Resume the video if it was paused.
vid.resume();
}
onVideoRestarted.dispatch();
}
#end
}
public static function pauseVideo():Void
{
#if html5
if (vid != null)
{
vid.pauseVideo();
onVideoPaused.dispatch();
}
#end
#if hxCodec
if (vid != null)
{
vid.pause();
onVideoPaused.dispatch();
}
#end
}
public static function hideVideo():Void
{
#if html5
if (vid != null)
{
vid.visible = false;
blackScreen.visible = false;
}
#end
#if hxCodec
if (vid != null)
{
vid.visible = false;
blackScreen.visible = false;
}
#end
}
public static function showVideo():Void
{
#if html5
if (vid != null)
{
vid.visible = true;
blackScreen.visible = false;
}
#end
#if hxCodec
if (vid != null)
{
vid.visible = true;
blackScreen.visible = false;
}
#end
}
public static function resumeVideo():Void
{
#if html5
if (vid != null)
{
vid.resumeVideo();
onVideoResumed.dispatch();
}
#end
#if hxCodec
if (vid != null)
{
vid.resume();
onVideoResumed.dispatch();
}
#end
}
/**
* Finish the active video cutscene. Done when the video is finished or when the player skips the cutscene.
* @param transitionTime The duration of the transition to the next state. Defaults to 0.5 seconds (this time is always used when cancelling the video).
* @param finishCutscene The callback to call when the transition is finished.
*/
public static function finishVideo(?transitionTime:Float = 0.5):Void
{
trace('ALERT: Finish video cutscene called!');
var cutsceneType:CutsceneType = VideoCutscene.cutsceneType;
#if html5
if (vid != null)
{
PlayState.instance.remove(vid);
}
#end
#if hxCodec
if (vid != null)
{
vid.stop();
PlayState.instance.remove(vid);
}
#end
#if (html5 || hxCodec)
vid.destroy();
vid = null;
#end
PlayState.instance.camCutscene.visible = true;
PlayState.instance.camHUD.visible = true;
FlxTween.tween(blackScreen, {alpha: 0}, transitionTime,
{
ease: FlxEase.quadInOut,
onComplete: function(twn:FlxTween) {
PlayState.instance.remove(blackScreen);
blackScreen = null;
}
});
FlxTween.tween(FlxG.camera, {zoom: PlayState.instance.stageZoom}, transitionTime,
{
ease: FlxEase.quadInOut,
onComplete: function(twn:FlxTween) {
onVideoEnded.dispatch();
onCutsceneFinish(cutsceneType);
}
});
}
/**
* The default callback used when a cutscene is finished.
* You can specify your own callback when calling `VideoCutscene#play()`.
*/
static function onCutsceneFinish(cutsceneType:CutsceneType):Void
{
switch (cutsceneType)
{
case CutsceneType.STARTING:
PlayState.instance.startCountdown();
case CutsceneType.ENDING:
PlayState.instance.endSong(true); // true = right goddamn now
case CutsceneType.MIDSONG:
throw "Not implemented!";
}
}
}
enum CutsceneType
{
STARTING; // The default cutscene type. Starts the countdown after the video is done.
MIDSONG; // TODO: Implement this!
ENDING; // Ends the song after the video is done.
}