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Funkin/source/funkin/play/Strumline.hx

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6.1 KiB
Haxe

package funkin.play;
import funkin.ui.PreferencesMenu;
import funkin.Note.NoteColor;
import funkin.Note.NoteDir;
import funkin.Note.NoteType;
import flixel.tweens.FlxTween;
import flixel.tweens.FlxEase;
import funkin.util.Constants;
import flixel.FlxSprite;
import flixel.math.FlxPoint;
import flixel.group.FlxGroup.FlxTypedGroup;
/**
* A group controlling the individual notes of the strumline for a given player.
*/
class Strumline extends FlxTypedGroup<FlxSprite>
{
public var offset(default, set):FlxPoint = new FlxPoint(0, 0);
function set_offset(value:FlxPoint):FlxPoint
{
this.offset = value;
updatePositions();
return value;
}
/**
* The style of the strumline.
* Options are normal and pixel.
*/
var style:StrumlineStyle;
/**
* The player this strumline belongs to.
* 0 is Player 1, etc.
*/
var playerId:Int;
/**
* The number of notes in the strumline.
*/
var size:Int;
public function new(playerId:Int = 0, style:StrumlineStyle = NORMAL, size:Int = 4)
{
super(0);
this.playerId = playerId;
this.style = style;
this.size = size;
generateStrumline();
}
function generateStrumline():Void
{
for (index in 0...size)
{
createStrumlineArrow(index);
}
}
function createStrumlineArrow(index:Int):Void
{
var arrow:FlxSprite = new FlxSprite(0, 0);
arrow.ID = index;
// Color changing for arrows is a WIP.
/*
var colorSwapShader:ColorSwap = new ColorSwap();
colorSwapShader.update(Note.arrowColors[i]);
arrow.shader = colorSwapShader;
*/
switch (style)
{
case NORMAL:
createNormalNote(arrow);
case PIXEL:
createPixelNote(arrow);
}
arrow.updateHitbox();
arrow.scrollFactor.set();
arrow.animation.play('static');
applyFadeIn(arrow);
add(arrow);
}
/**
* Apply a small animation which moves the arrow down and fades it in.
* Only plays at the start of Free Play songs I guess?
* @param arrow The arrow to animate.
* @param index The index of the arrow in the strumline.
*/
function applyFadeIn(arrow:FlxSprite):Void
{
if (!PlayState.isStoryMode)
{
arrow.y -= 10;
arrow.alpha = 0;
FlxTween.tween(arrow, {y: arrow.y + 10, alpha: 1}, 1, {ease: FlxEase.circOut, startDelay: 0.5 + (0.2 * arrow.ID)});
}
}
/**
* Applies the default note style to an arrow.
* @param arrow The arrow to apply the style to.
* @param index The index of the arrow in the strumline.
*/
function createNormalNote(arrow:FlxSprite):Void
{
arrow.frames = Paths.getSparrowAtlas('NOTE_assets');
arrow.animation.addByPrefix('green', 'arrowUP');
arrow.animation.addByPrefix('blue', 'arrowDOWN');
arrow.animation.addByPrefix('purple', 'arrowLEFT');
arrow.animation.addByPrefix('red', 'arrowRIGHT');
arrow.setGraphicSize(Std.int(arrow.width * 0.7));
arrow.antialiasing = true;
arrow.x += Note.swagWidth * arrow.ID;
switch (Math.abs(arrow.ID))
{
case 0:
arrow.animation.addByPrefix('static', 'arrow static instance 1');
arrow.animation.addByPrefix('pressed', 'left press', 24, false);
arrow.animation.addByPrefix('confirm', 'left confirm', 24, false);
case 1:
arrow.animation.addByPrefix('static', 'arrow static instance 2');
arrow.animation.addByPrefix('pressed', 'down press', 24, false);
arrow.animation.addByPrefix('confirm', 'down confirm', 24, false);
case 2:
arrow.animation.addByPrefix('static', 'arrow static instance 4');
arrow.animation.addByPrefix('pressed', 'up press', 24, false);
arrow.animation.addByPrefix('confirm', 'up confirm', 24, false);
case 3:
arrow.animation.addByPrefix('static', 'arrow static instance 3');
arrow.animation.addByPrefix('pressed', 'right press', 24, false);
arrow.animation.addByPrefix('confirm', 'right confirm', 24, false);
}
}
/**
* Applies the pixel note style to an arrow.
* @param arrow The arrow to apply the style to.
* @param index The index of the arrow in the strumline.
*/
function createPixelNote(arrow:FlxSprite):Void
{
arrow.loadGraphic(Paths.image('weeb/pixelUI/arrows-pixels'), true, 17, 17);
arrow.animation.add('purplel', [4]);
arrow.animation.add('blue', [5]);
arrow.animation.add('green', [6]);
arrow.animation.add('red', [7]);
arrow.setGraphicSize(Std.int(arrow.width * Constants.PIXEL_ART_SCALE));
arrow.updateHitbox();
// Forcibly disable anti-aliasing on pixel graphics to stop blur.
arrow.antialiasing = false;
arrow.x += Note.swagWidth * arrow.ID;
// TODO: Seems weird that these are hardcoded like this... no XML?
switch (Math.abs(arrow.ID))
{
case 0:
arrow.animation.add('static', [0]);
arrow.animation.add('pressed', [4, 8], 12, false);
arrow.animation.add('confirm', [12, 16], 24, false);
case 1:
arrow.animation.add('static', [1]);
arrow.animation.add('pressed', [5, 9], 12, false);
arrow.animation.add('confirm', [13, 17], 24, false);
case 2:
arrow.animation.add('static', [2]);
arrow.animation.add('pressed', [6, 10], 12, false);
arrow.animation.add('confirm', [14, 18], 12, false);
case 3:
arrow.animation.add('static', [3]);
arrow.animation.add('pressed', [7, 11], 12, false);
arrow.animation.add('confirm', [15, 19], 24, false);
}
}
function updatePositions()
{
for (arrow in members)
{
arrow.x = Note.swagWidth * arrow.ID;
arrow.x += offset.x;
arrow.y = 0;
arrow.y += offset.y;
}
}
/**
* Retrieves the arrow at the given position in the strumline.
* @param index The index to retrieve.
* @return The corresponding FlxSprite.
*/
public inline function getArrow(value:Int):FlxSprite
{
// members maintains the order that the arrows were added.
return this.members[value];
}
public inline function getArrowByNoteType(value:NoteType):FlxSprite
{
return getArrow(value.int);
}
public inline function getArrowByNoteDir(value:NoteDir):FlxSprite
{
return getArrow(value.int);
}
public inline function getArrowByNoteColor(value:NoteColor):FlxSprite
{
return getArrow(value.int);
}
public static inline function getYPos():Int
{
return PreferencesMenu.getPref('downscroll') ? (FlxG.height - 150) : 50;
}
}
/**
* TODO: Unhardcode this and make it part of the note style system.
*/
enum StrumlineStyle
{
NORMAL;
PIXEL;
}