mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-12-27 07:27:12 +00:00
335 lines
9.6 KiB
Haxe
335 lines
9.6 KiB
Haxe
package funkin;
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import flixel.addons.transition.FlxTransitionableState;
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import flixel.addons.transition.FlxTransitionSprite.GraphicTransTileDiamond;
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import flixel.addons.transition.TransitionData;
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import flixel.graphics.FlxGraphic;
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import flixel.math.FlxPoint;
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import flixel.math.FlxRect;
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import flixel.FlxSprite;
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import flixel.system.debug.log.LogStyle;
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import flixel.util.FlxColor;
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import funkin.ui.PreferencesMenu;
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import funkin.util.macro.MacroUtil;
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import funkin.util.WindowUtil;
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import funkin.play.PlayStatePlaylist;
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import openfl.display.BitmapData;
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import funkin.data.level.LevelRegistry;
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import funkin.data.notestyle.NoteStyleRegistry;
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import funkin.play.event.SongEventData.SongEventParser;
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import funkin.play.cutscene.dialogue.ConversationDataParser;
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import funkin.play.cutscene.dialogue.DialogueBoxDataParser;
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import funkin.play.cutscene.dialogue.SpeakerDataParser;
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import funkin.play.song.SongData.SongDataParser;
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import funkin.play.stage.StageData.StageDataParser;
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import funkin.play.character.CharacterData.CharacterDataParser;
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import funkin.modding.module.ModuleHandler;
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#if discord_rpc
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import Discord.DiscordClient;
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#end
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/**
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* The initialization state has several functions:
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* - Calls code to set up the game, including loading saves and parsing game data.
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* - Chooses whether to start via debug or via launching normally.
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*/
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class InitState extends FlxTransitionableState
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{
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/**
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* Perform a bunch of game setup, then immediately transition to the title screen.
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*/
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public override function create():Void
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{
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setupShit();
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loadSaveData();
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startGame();
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}
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/**
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* Setup a bunch of important Flixel stuff.
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*/
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function setupShit()
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{
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//
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// GAME SETUP
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//
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// Setup window events (like callbacks for onWindowClose)
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WindowUtil.initWindowEvents();
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// Disable the thing on Windows where it tries to send a bug report to Microsoft because why do they care?
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WindowUtil.disableCrashHandler();
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// This ain't a pixel art game! (most of the time)
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FlxSprite.defaultAntialiasing = true;
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// Disable default keybinds for volume (we manually control volume in MusicBeatState with custom binds)
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FlxG.sound.volumeUpKeys = [];
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FlxG.sound.volumeDownKeys = [];
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FlxG.sound.muteKeys = [];
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// TODO: Make sure volume still saves/loads properly.
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// if (FlxG.save.data.volume != null) FlxG.sound.volume = FlxG.save.data.volume;
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// if (FlxG.save.data.mute != null) FlxG.sound.muted = FlxG.save.data.mute;
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// Set the game to a lower frame rate while it is in the background.
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FlxG.game.focusLostFramerate = 30;
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//
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// FLIXEL DEBUG SETUP
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//
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#if debug
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// Disable using ~ to open the console (we use that for the Editor menu)
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FlxG.debugger.toggleKeys = [F2];
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// Adds an additional Close Debugger button.
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// This big obnoxious white button is for MOBILE, so that you can press it
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// easily with your finger when debug bullshit pops up during testing lol!
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FlxG.debugger.addButton(LEFT, new BitmapData(200, 200), function() {
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FlxG.debugger.visible = false;
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});
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// Adds a red button to the debugger.
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// This pauses the game AND the music! This ensures the Conductor stops.
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FlxG.debugger.addButton(CENTER, new BitmapData(20, 20, true, 0xFFCC2233), function() {
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if (FlxG.vcr.paused)
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{
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FlxG.vcr.resume();
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for (snd in FlxG.sound.list)
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{
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snd.resume();
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}
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FlxG.sound.music.resume();
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}
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else
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{
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FlxG.vcr.pause();
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for (snd in FlxG.sound.list)
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{
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snd.pause();
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}
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FlxG.sound.music.pause();
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}
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});
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// Adds a blue button to the debugger.
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// This skips forward in the song.
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FlxG.debugger.addButton(CENTER, new BitmapData(20, 20, true, 0xFF2222CC), function() {
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FlxG.game.debugger.vcr.onStep();
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for (snd in FlxG.sound.list)
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{
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snd.pause();
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snd.time += FlxG.elapsed * 1000;
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}
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FlxG.sound.music.pause();
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FlxG.sound.music.time += FlxG.elapsed * 1000;
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});
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// Make errors and warnings less annoying.
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// TODO: Disable this so we know to fix warnings.
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if (false)
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{
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LogStyle.ERROR.openConsole = false;
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LogStyle.ERROR.errorSound = null;
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LogStyle.WARNING.openConsole = false;
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LogStyle.WARNING.errorSound = null;
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}
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#end
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//
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// FLIXEL TRANSITIONS
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//
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// Diamond Transition
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var diamond:FlxGraphic = FlxGraphic.fromClass(GraphicTransTileDiamond);
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diamond.persist = true;
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diamond.destroyOnNoUse = false;
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// NOTE: tileData is ignored if TransitionData.type is FADE instead of TILES.
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var tileData:TransitionTileData = {asset: diamond, width: 32, height: 32};
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FlxTransitionableState.defaultTransIn = new TransitionData(FADE, FlxColor.BLACK, 1, new FlxPoint(0, -1), tileData,
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new FlxRect(-200, -200, FlxG.width * 1.4, FlxG.height * 1.4));
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FlxTransitionableState.defaultTransOut = new TransitionData(FADE, FlxColor.BLACK, 0.7, new FlxPoint(0, 1), tileData,
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new FlxRect(-200, -200, FlxG.width * 1.4, FlxG.height * 1.4));
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// Don't play transition in when entering the title state.
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FlxTransitionableState.skipNextTransIn = true;
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//
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// NEWGROUNDS API SETUP
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//
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#if newgrounds
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NGio.init();
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#end
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//
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// DISCORD API SETUP
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//
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#if discord_rpc
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DiscordClient.initialize();
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Application.current.onExit.add(function(exitCode) {
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DiscordClient.shutdown();
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});
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#end
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//
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// ANDROID SETUP
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//
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#if android
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FlxG.android.preventDefaultKeys = [flixel.input.android.FlxAndroidKey.BACK];
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#end
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//
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// GAME DATA PARSING
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//
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// NOTE: Registries and data parsers must be imported and not referenced with fully qualified names,
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// to ensure build macros work properly.
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LevelRegistry.instance.loadEntries();
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NoteStyleRegistry.instance.loadEntries();
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SongEventParser.loadEventCache();
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ConversationDataParser.loadConversationCache();
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DialogueBoxDataParser.loadDialogueBoxCache();
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SpeakerDataParser.loadSpeakerCache();
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SongDataParser.loadSongCache();
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StageDataParser.loadStageCache();
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CharacterDataParser.loadCharacterCache();
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ModuleHandler.buildModuleCallbacks();
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ModuleHandler.loadModuleCache();
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ModuleHandler.callOnCreate();
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}
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/**
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* Retrive and parse data from the user's save.
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*/
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function loadSaveData()
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{
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// Bind save data.
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// TODO: Migrate save data to a better format.
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FlxG.save.bind('funkin', 'ninjamuffin99');
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// Load player options from save data.
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PreferencesMenu.initPrefs();
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// Load controls from save data.
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PlayerSettings.init();
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// Load highscores from save data.
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Highscore.load();
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// TODO: Load level/character/cosmetic unlocks from save data.
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}
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/**
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* Start the game.
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*
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* By default, moves to the `TitleState`.
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* But based on compile defines, the game can start immediately on a specific song,
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* or immediately in a specific debug menu.
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*/
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function startGame():Void
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{
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#if SONG // -DSONG=bopeebo
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startSong(defineSong(), defineDifficulty());
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#elseif LEVEL // -DLEVEL=week1 -DDIFFICULTY=hard
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startLevel(defineLevel(), defineDifficulty());
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#elseif FREEPLAY // -DFREEPLAY
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FlxG.switchState(new FreeplayState());
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#elseif ANIMATE // -DANIMATE
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FlxG.switchState(new funkin.ui.animDebugShit.FlxAnimateTest());
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#elseif CHARTING // -DCHARTING
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FlxG.switchState(new funkin.ui.debug.charting.ChartEditorState());
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#elseif STAGEBUILD // -DSTAGEBUILD
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FlxG.switchState(new funkin.ui.stageBullshit.StageBuilderState());
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#elseif ANIMDEBUG // -DANIMDEBUG
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FlxG.switchState(new funkin.ui.animDebugShit.DebugBoundingState());
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#elseif LATENCY // -DLATENCY
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FlxG.switchState(new funkin.LatencyState());
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#else
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startGameNormally();
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#end
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}
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/**
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* Start the game by moving to the title state and play the game as normal.
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*/
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function startGameNormally():Void
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{
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FlxG.sound.cache(Paths.music('freakyMenu'));
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FlxG.switchState(new TitleState());
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}
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/**
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* Start the game by directly loading into a specific song.
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* @param songId
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* @param difficultyId
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*/
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function startSong(songId:String, difficultyId:String = 'normal'):Void
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{
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var songData:funkin.play.song.Song = funkin.play.song.SongData.SongDataParser.fetchSong(songId);
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if (songData == null)
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{
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startGameNormally();
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return;
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}
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LoadingState.loadAndSwitchState(new funkin.play.PlayState(
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{
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targetSong: songData,
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targetDifficulty: difficultyId,
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}));
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}
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/**
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* Start the game by directly loading into a specific story mode level.
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* @param levelId
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* @param difficultyId
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*/
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function startLevel(levelId:String, difficultyId:String = 'normal'):Void
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{
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var currentLevel:funkin.ui.story.Level = funkin.data.level.LevelRegistry.instance.fetchEntry(levelId);
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if (currentLevel == null)
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{
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startGameNormally();
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return;
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}
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PlayStatePlaylist.playlistSongIds = currentLevel.getSongs();
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PlayStatePlaylist.isStoryMode = true;
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PlayStatePlaylist.campaignScore = 0;
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var targetSongId:String = PlayStatePlaylist.playlistSongIds.shift();
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var targetSong:funkin.play.song.Song = funkin.play.song.SongData.SongDataParser.fetchSong(targetSongId);
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LoadingState.loadAndSwitchState(new funkin.play.PlayState(
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{
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targetSong: targetSong,
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targetDifficulty: difficultyId,
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}));
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}
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function defineSong():String
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{
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return MacroUtil.getDefine('SONG');
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}
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function defineLevel():String
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{
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return MacroUtil.getDefine('LEVEL');
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}
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function defineDifficulty():String
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{
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return MacroUtil.getDefine('DIFFICULTY');
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}
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}
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