mirror of
https://github.com/ninjamuffin99/Funkin.git
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275 lines
6.7 KiB
Haxe
275 lines
6.7 KiB
Haxe
package funkin.play.cutscene.dialogue;
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import flixel.FlxSprite;
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import funkin.modding.events.ScriptEvent;
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import flixel.graphics.frames.FlxFramesCollection;
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import funkin.util.assets.FlxAnimationUtil;
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import funkin.modding.IScriptedClass.IDialogueScriptedClass;
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/**
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* The character sprite which displays during dialogue.
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*
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* Most conversations have two speakers, with one being flipped.
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*/
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class Speaker extends FlxSprite implements IDialogueScriptedClass
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{
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/**
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* The internal ID for this speaker.
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*/
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public final speakerId:String;
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/**
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* The full data for a speaker.
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*/
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var speakerData:SpeakerData;
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/**
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* A readable name for this speaker.
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*/
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public var speakerName(get, null):String;
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function get_speakerName():String
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{
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return speakerData.name;
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}
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/**
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* Offset the speaker's sprite by this much when playing each animation.
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*/
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var animationOffsets:Map<String, Array<Float>> = new Map<String, Array<Float>>();
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/**
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* The current animation offset being used.
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*/
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var animOffsets(default, set):Array<Float> = [0, 0];
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function set_animOffsets(value:Array<Float>):Array<Float>
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{
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if (animOffsets == null) animOffsets = [0, 0];
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if ((animOffsets[0] == value[0]) && (animOffsets[1] == value[1])) return value;
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var xDiff:Float = value[0] - animOffsets[0];
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var yDiff:Float = value[1] - animOffsets[1];
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this.x += xDiff;
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this.y += yDiff;
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return animOffsets = value;
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}
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/**
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* The offset of the speaker overall.
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*/
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public var globalOffsets(default, set):Array<Float> = [0, 0];
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function set_globalOffsets(value:Array<Float>):Array<Float>
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{
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if (globalOffsets == null) globalOffsets = [0, 0];
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if (globalOffsets == value) return value;
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var xDiff:Float = value[0] - globalOffsets[0];
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var yDiff:Float = value[1] - globalOffsets[1];
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this.x += xDiff;
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this.y += yDiff;
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return globalOffsets = value;
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}
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public function new(speakerId:String)
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{
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super();
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this.speakerId = speakerId;
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this.speakerData = SpeakerDataParser.parseSpeakerData(this.speakerId);
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if (speakerData == null) throw 'Could not load speaker data for speaker ID "$speakerId"';
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}
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/**
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* Called when speaker is being created.
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* @param event The script event.
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*/
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public function onCreate(event:ScriptEvent):Void
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{
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this.globalOffsets = [0, 0];
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this.x = 0;
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this.y = 0;
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this.alpha = 1;
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loadSpritesheet();
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loadAnimations();
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}
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function loadSpritesheet():Void
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{
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trace('[SPEAKER] Loading spritesheet ${speakerData.assetPath} for ${speakerId}');
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var tex:FlxFramesCollection = Paths.getSparrowAtlas(speakerData.assetPath);
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if (tex == null)
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{
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trace('Could not load Sparrow sprite: ${speakerData.assetPath}');
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return;
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}
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this.frames = tex;
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if (speakerData.isPixel)
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{
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this.antialiasing = false;
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}
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else
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{
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this.antialiasing = true;
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}
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this.flipX = speakerData.flipX;
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this.globalOffsets = speakerData.offsets;
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this.setScale(speakerData.scale);
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}
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/**
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* Set the sprite scale to the appropriate value.
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* @param scale
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*/
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public function setScale(scale:Null<Float>):Void
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{
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if (scale == null) scale = 1.0;
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this.scale.x = scale;
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this.scale.y = scale;
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this.updateHitbox();
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}
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function loadAnimations():Void
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{
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trace('[SPEAKER] Loading ${speakerData.animations.length} animations for ${speakerId}');
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FlxAnimationUtil.addAtlasAnimations(this, speakerData.animations);
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for (anim in speakerData.animations)
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{
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if (anim.offsets == null)
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{
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setAnimationOffsets(anim.name, 0, 0);
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}
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else
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{
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setAnimationOffsets(anim.name, anim.offsets[0], anim.offsets[1]);
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}
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}
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var animNames:Array<String> = this.animation.getNameList();
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trace('[SPEAKER] Successfully loaded ${animNames.length} animations for ${speakerId}');
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}
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/**
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* @param name The name of the animation to play.
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* @param restart Whether to restart the animation if it is already playing.
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*/
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public function playAnimation(name:String, restart:Bool = false):Void
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{
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var correctName:String = correctAnimationName(name);
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if (correctName == null) return;
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this.animation.play(correctName, restart, false, 0);
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applyAnimationOffsets(correctName);
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}
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public function getCurrentAnimation():String
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{
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if (this.animation == null || this.animation.curAnim == null) return "";
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return this.animation.curAnim.name;
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}
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/**
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* Ensure that a given animation exists before playing it.
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* Will gracefully check for name, then name with stripped suffixes, then 'idle', then fail to play.
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* @param name
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*/
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function correctAnimationName(name:String):String
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{
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// If the animation exists, we're good.
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if (hasAnimation(name)) return name;
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trace('[BOPPER] Animation "$name" does not exist!');
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// Attempt to strip a `-alt` suffix, if it exists.
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if (name.lastIndexOf('-') != -1)
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{
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var correctName = name.substring(0, name.lastIndexOf('-'));
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trace('[BOPPER] Attempting to fallback to "$correctName"');
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return correctAnimationName(correctName);
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}
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else
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{
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if (name != 'idle')
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{
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trace('[BOPPER] Attempting to fallback to "idle"');
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return correctAnimationName('idle');
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}
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else
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{
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trace('[BOPPER] Failing animation playback.');
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return null;
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}
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}
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}
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public function hasAnimation(id:String):Bool
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{
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if (this.animation == null) return false;
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return this.animation.getByName(id) != null;
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}
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/**
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* Define the animation offsets for a specific animation.
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*/
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public function setAnimationOffsets(name:String, xOffset:Float, yOffset:Float):Void
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{
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animationOffsets.set(name, [xOffset, yOffset]);
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}
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/**
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* Retrieve an apply the animation offsets for a specific animation.
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*/
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function applyAnimationOffsets(name:String):Void
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{
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var offsets:Array<Float> = animationOffsets.get(name);
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if (offsets != null && !(offsets[0] == 0 && offsets[1] == 0))
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{
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this.animOffsets = offsets;
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}
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else
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{
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this.animOffsets = [0, 0];
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}
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}
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public function onDialogueStart(event:DialogueScriptEvent):Void {}
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public function onDialogueCompleteLine(event:DialogueScriptEvent):Void {}
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public function onDialogueLine(event:DialogueScriptEvent):Void {}
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public function onDialogueSkip(event:DialogueScriptEvent):Void {}
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public function onDialogueEnd(event:DialogueScriptEvent):Void {}
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public function onUpdate(event:UpdateScriptEvent):Void {}
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public function onDestroy(event:ScriptEvent):Void
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{
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frames = null;
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this.x = 0;
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this.y = 0;
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this.globalOffsets = [0, 0];
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this.alpha = 0;
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this.kill();
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}
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public function onScriptEvent(event:ScriptEvent):Void {}
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}
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