mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-12-30 16:56:47 +00:00
387 lines
10 KiB
Haxe
387 lines
10 KiB
Haxe
package funkin.ui.transition;
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import flixel.FlxSprite;
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import haxe.Json;
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import lime.utils.Assets;
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import funkin.graphics.FunkinSprite;
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// import flxtyped group
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import funkin.ui.MusicBeatSubState;
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import funkin.ui.story.StoryMenuState;
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import flixel.group.FlxGroup.FlxTypedGroup;
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import flixel.util.FlxTimer;
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import flixel.FlxG;
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import flixel.math.FlxMath;
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import flixel.util.FlxSort;
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import flixel.util.FlxSignal;
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import funkin.ui.mainmenu.MainMenuState;
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import flixel.addons.transition.FlxTransitionableState;
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import openfl.display.BitmapData;
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import funkin.ui.freeplay.FreeplayState;
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import openfl.geom.Matrix;
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import funkin.audio.FunkinSound;
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import openfl.display.Sprite;
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import openfl.display.Bitmap;
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import flixel.FlxState;
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using Lambda;
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using StringTools;
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class StickerSubState extends MusicBeatSubState
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{
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public var grpStickers:FlxTypedGroup<StickerSprite>;
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// yes... a damn OpenFL sprite!!!
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public var dipshit:Sprite;
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/**
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* The state to switch to after the stickers are done.
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* This is a FUNCTION so we can pass it directly to `FlxG.switchState()`,
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* and we can add constructor parameters in the caller.
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*/
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var targetState:StickerSubState->FlxState;
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// what "folders" to potentially load from (as of writing only "keys" exist)
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var soundSelections:Array<String> = [];
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// what "folder" was randomly selected
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var soundSelection:String = "";
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var sounds:Array<String> = [];
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public function new(?oldStickers:Array<StickerSprite>, ?targetState:StickerSubState->FlxState):Void
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{
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super();
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this.targetState = (targetState == null) ? ((sticker) -> new MainMenuState()) : targetState;
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// todo still
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// make sure that ONLY plays mp3/ogg files
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// if there's no mp3/ogg file, then it regenerates/reloads the random folder
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var assetsInList = openfl.utils.Assets.list();
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var soundFilterFunc = function(a:String) {
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return a.startsWith('assets/shared/sounds/stickersounds/');
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};
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soundSelections = assetsInList.filter(soundFilterFunc);
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soundSelections = soundSelections.map(function(a:String) {
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return a.replace('assets/shared/sounds/stickersounds/', '').split('/')[0];
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});
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// cracked cleanup... yuchh...
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for (i in soundSelections)
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{
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while (soundSelections.contains(i))
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{
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soundSelections.remove(i);
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}
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soundSelections.push(i);
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}
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trace(soundSelections);
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soundSelection = FlxG.random.getObject(soundSelections);
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var filterFunc = function(a:String) {
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return a.startsWith('assets/shared/sounds/stickersounds/' + soundSelection + '/');
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};
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var assetsInList3 = openfl.utils.Assets.list();
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sounds = assetsInList3.filter(filterFunc);
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for (i in 0...sounds.length)
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{
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sounds[i] = sounds[i].replace('assets/shared/sounds/', '');
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sounds[i] = sounds[i].substring(0, sounds[i].lastIndexOf('.'));
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}
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trace(sounds);
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grpStickers = new FlxTypedGroup<StickerSprite>();
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add(grpStickers);
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// makes the stickers on the most recent camera, which is more often than not... a UI camera!!
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// grpStickers.cameras = [FlxG.cameras.list[FlxG.cameras.list.length - 1]];
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grpStickers.cameras = FlxG.cameras.list;
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if (oldStickers != null)
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{
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for (sticker in oldStickers)
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{
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grpStickers.add(sticker);
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}
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degenStickers();
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}
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else
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regenStickers();
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}
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public function degenStickers():Void
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{
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grpStickers.cameras = FlxG.cameras.list;
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/*
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if (dipshit != null)
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{
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FlxG.removeChild(dipshit);
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dipshit = null;
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}
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*/
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if (grpStickers.members == null || grpStickers.members.length == 0)
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{
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switchingState = false;
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close();
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return;
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}
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for (ind => sticker in grpStickers.members)
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{
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new FlxTimer().start(sticker.timing, _ -> {
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sticker.visible = false;
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var daSound:String = FlxG.random.getObject(sounds);
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FunkinSound.playOnce(Paths.sound(daSound));
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if (grpStickers == null || ind == grpStickers.members.length - 1)
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{
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switchingState = false;
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close();
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}
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});
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}
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}
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function regenStickers():Void
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{
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if (grpStickers.members.length > 0)
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{
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grpStickers.clear();
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}
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var stickerInfo:StickerInfo = new StickerInfo('stickers-set-1');
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var stickers:Map<String, Array<String>> = new Map<String, Array<String>>();
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for (stickerSets in stickerInfo.getPack("all"))
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{
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stickers.set(stickerSets, stickerInfo.getStickers(stickerSets));
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}
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var xPos:Float = -100;
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var yPos:Float = -100;
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while (xPos <= FlxG.width)
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{
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var stickerSet:String = FlxG.random.getObject(stickers.keyValues());
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var sticker:String = FlxG.random.getObject(stickers.get(stickerSet));
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var sticky:StickerSprite = new StickerSprite(0, 0, stickerInfo.name, sticker);
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sticky.visible = false;
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sticky.x = xPos;
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sticky.y = yPos;
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xPos += sticky.frameWidth * 0.5;
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if (xPos >= FlxG.width)
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{
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if (yPos <= FlxG.height)
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{
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xPos = -100;
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yPos += FlxG.random.float(70, 120);
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}
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}
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sticky.angle = FlxG.random.int(-60, 70);
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grpStickers.add(sticky);
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}
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FlxG.random.shuffle(grpStickers.members);
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// var stickerCount:Int = 0;
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// for (w in 0...6)
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// {
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// var xPos:Float = FlxG.width * (w / 6);
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// for (h in 0...6)
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// {
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// var yPos:Float = FlxG.height * (h / 6);
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// var sticker = grpStickers.members[stickerCount];
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// xPos -= sticker.width / 2;
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// yPos -= sticker.height * 0.9;
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// sticker.x = xPos;
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// sticker.y = yPos;
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// stickerCount++;
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// }
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// }
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// for (ind => sticker in grpStickers.members)
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// {
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// sticker.x = (ind % 8) * sticker.width;
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// var yShit:Int = Math.floor(ind / 8);
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// sticker.y += yShit * sticker.height;
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// // scales it juuuust a smidge
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// sticker.y += 20 * yShit;
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// }
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// another damn for loop... apologies!!!
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for (ind => sticker in grpStickers.members)
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{
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sticker.timing = FlxMath.remapToRange(ind, 0, grpStickers.members.length, 0, 0.9);
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new FlxTimer().start(sticker.timing, _ -> {
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if (grpStickers == null) return;
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sticker.visible = true;
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var daSound:String = FlxG.random.getObject(sounds);
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FunkinSound.playOnce(Paths.sound(daSound));
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var frameTimer:Int = FlxG.random.int(0, 2);
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// always make the last one POP
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if (ind == grpStickers.members.length - 1) frameTimer = 2;
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new FlxTimer().start((1 / 24) * frameTimer, _ -> {
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if (sticker == null) return;
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sticker.scale.x = sticker.scale.y = FlxG.random.float(0.97, 1.02);
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if (ind == grpStickers.members.length - 1)
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{
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switchingState = true;
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FlxTransitionableState.skipNextTransIn = true;
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FlxTransitionableState.skipNextTransOut = true;
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// I think this grabs the screen and puts it under the stickers?
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// Leaving this commented out rather than stripping it out because it's cool...
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/*
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dipshit = new Sprite();
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var scrn:BitmapData = new BitmapData(FlxG.width, FlxG.height, true, 0x00000000);
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var mat:Matrix = new Matrix();
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scrn.draw(grpStickers.cameras[0].canvas, mat);
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var bitmap:Bitmap = new Bitmap(scrn);
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dipshit.addChild(bitmap);
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// FlxG.addChildBelowMouse(dipshit);
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*/
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FlxG.switchState(() -> {
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// TODO: Rework this asset caching stuff
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// NOTE: This has to come AFTER the state switch,
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// otherwise the game tries to render destroyed sprites!
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FunkinSprite.preparePurgeCache();
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FunkinSprite.purgeCache();
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return targetState(this);
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});
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}
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});
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});
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}
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grpStickers.sort((ord, a, b) -> {
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return FlxSort.byValues(ord, a.timing, b.timing);
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});
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// centers the very last sticker
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var lastOne:StickerSprite = grpStickers.members[grpStickers.members.length - 1];
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lastOne.updateHitbox();
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lastOne.angle = 0;
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lastOne.screenCenter();
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}
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override public function update(elapsed:Float):Void
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{
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super.update(elapsed);
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// if (FlxG.keys.justPressed.ANY)
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// {
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// regenStickers();
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// }
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}
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var switchingState:Bool = false;
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override public function close():Void
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{
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if (switchingState) return;
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super.close();
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}
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override public function destroy():Void
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{
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if (switchingState) return;
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super.destroy();
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}
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}
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class StickerSprite extends FunkinSprite
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{
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public var timing:Float = 0;
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public function new(x:Float, y:Float, stickerSet:String, stickerName:String):Void
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{
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super(x, y);
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loadTexture('transitionSwag/' + stickerSet + '/' + stickerName);
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updateHitbox();
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scrollFactor.set();
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}
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}
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class StickerInfo
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{
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public var name:String;
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public var artist:String;
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public var stickers:Map<String, Array<String>>;
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public var stickerPacks:Map<String, Array<String>>;
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public function new(stickerSet:String):Void
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{
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var path = Paths.file('images/transitionSwag/' + stickerSet + '/stickers.json');
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var json = Json.parse(Assets.getText(path));
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// doin this dipshit nonsense cuz i dunno how to deal with casting a json object with
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// a dash in its name (sticker-packs)
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var jsonInfo:StickerShit = cast json;
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this.name = jsonInfo.name;
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this.artist = jsonInfo.artist;
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stickerPacks = new Map<String, Array<String>>();
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for (field in Reflect.fields(json.stickerPacks))
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{
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var stickerFunny = json.stickerPacks;
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var stickerStuff = Reflect.field(stickerFunny, field);
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stickerPacks.set(field, cast stickerStuff);
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}
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// creates a similar for loop as before but for the stickers
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stickers = new Map<String, Array<String>>();
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for (field in Reflect.fields(json.stickers))
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{
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var stickerFunny = json.stickers;
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var stickerStuff = Reflect.field(stickerFunny, field);
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stickers.set(field, cast stickerStuff);
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}
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}
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public function getStickers(stickerName:String):Array<String>
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{
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return this.stickers[stickerName];
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}
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public function getPack(packName:String):Array<String>
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{
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return this.stickerPacks[packName];
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}
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}
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// somethin damn cute just for the json to cast to!
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typedef StickerShit =
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{
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name:String,
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artist:String,
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stickers:Map<String, Array<String>>,
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stickerPacks:Map<String, Array<String>>
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}
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