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262 lines
6.8 KiB
Haxe
262 lines
6.8 KiB
Haxe
package funkin.play.song;
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import funkin.VoicesGroup;
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import funkin.play.event.SongEvent;
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import funkin.play.song.SongData.SongChartData;
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import funkin.play.song.SongData.SongDataParser;
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import funkin.play.song.SongData.SongEventData;
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import funkin.play.song.SongData.SongMetadata;
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import funkin.play.song.SongData.SongNoteData;
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import funkin.play.song.SongData.SongPlayableChar;
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import funkin.play.song.SongData.SongTimeChange;
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import funkin.play.song.SongData.SongTimeFormat;
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/**
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* This is a data structure managing information about the current song.
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* This structure is created when the game starts, and includes all the data
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* from the `metadata.json` file.
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* It also includes the chart data, but only when this is the currently loaded song.
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*
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* It also receives script events; scripted classes which extend this class
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* can be used to perform custom gameplay behaviors only on specific songs.
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*/
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class Song // implements IPlayStateScriptedClass
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{
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public final songId:String;
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final _metadata:Array<SongMetadata>;
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final variations:Array<String>;
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final difficulties:Map<String, SongDifficulty>;
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public function new(id:String)
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{
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this.songId = id;
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variations = [];
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difficulties = new Map<String, SongDifficulty>();
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_metadata = SongDataParser.parseSongMetadata(songId);
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if (_metadata == null || _metadata.length == 0)
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{
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throw 'Could not find song data for songId: $songId';
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}
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populateFromMetadata();
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}
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public function getRawMetadata():Array<SongMetadata>
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{
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return _metadata;
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}
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/**
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* Populate the song data from the provided metadata,
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* including data from individual difficulties. Does not load chart data.
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*/
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function populateFromMetadata():Void
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{
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// Variations may have different artist, time format, generatedBy, etc.
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for (metadata in _metadata)
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{
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for (diffId in metadata.playData.difficulties)
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{
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var difficulty:SongDifficulty = new SongDifficulty(this, diffId, metadata.variation);
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variations.push(metadata.variation);
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difficulty.songName = metadata.songName;
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difficulty.songArtist = metadata.artist;
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difficulty.timeFormat = metadata.timeFormat;
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difficulty.divisions = metadata.divisions;
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difficulty.timeChanges = metadata.timeChanges;
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difficulty.loop = metadata.loop;
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difficulty.generatedBy = metadata.generatedBy;
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difficulty.stage = metadata.playData.stage;
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// difficulty.noteSkin = metadata.playData.noteSkin;
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difficulty.chars = new Map<String, SongPlayableChar>();
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for (charId in metadata.playData.playableChars.keys())
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{
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var char = metadata.playData.playableChars.get(charId);
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difficulty.chars.set(charId, char);
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}
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difficulties.set(diffId, difficulty);
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}
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}
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}
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/**
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* Parse and cache the chart for all difficulties of this song.
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*/
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public function cacheCharts(?force:Bool = false):Void
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{
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if (force)
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{
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clearCharts();
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}
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trace('Caching ${variations.length} chart files for song $songId');
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for (variation in variations)
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{
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var chartData:SongChartData = SongDataParser.parseSongChartData(songId, variation);
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var chartNotes = chartData.notes;
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for (diffId in chartNotes.keys())
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{
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// Retrieve the cached difficulty data.
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var difficulty:Null<SongDifficulty> = difficulties.get(diffId);
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if (difficulty == null)
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{
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trace('Could not find difficulty $diffId for song $songId');
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continue;
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}
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// Add the chart data to the difficulty.
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difficulty.notes = chartData.notes.get(diffId);
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difficulty.scrollSpeed = chartData.getScrollSpeed(diffId);
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difficulty.events = chartData.events;
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}
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}
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trace('Done caching charts.');
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}
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/**
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* Retrieve the metadata for a specific difficulty, including the chart if it is loaded.
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* @param diffId The difficulty ID, such as `easy` or `hard`.
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* @return The difficulty data.
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*/
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public inline function getDifficulty(diffId:String = null):SongDifficulty
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{
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if (diffId == null) diffId = difficulties.keys().array()[0];
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return difficulties.get(diffId);
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}
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/**
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* Purge the cached chart data for each difficulty of this song.
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*/
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public function clearCharts():Void
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{
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for (diff in difficulties)
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{
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diff.clearChart();
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}
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}
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public function toString():String
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{
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return 'Song($songId)';
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}
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}
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class SongDifficulty
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{
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/**
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* The parent song for this difficulty.
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*/
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public final song:Song;
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/**
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* The difficulty ID, such as `easy` or `hard`.
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*/
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public final difficulty:String;
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/**
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* The metadata file that contains this difficulty.
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*/
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public final variation:String;
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/**
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* The note chart for this difficulty.
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*/
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public var notes:Array<SongNoteData>;
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/**
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* The event chart for this difficulty.
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*/
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public var events:Array<SongEventData>;
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public var songName:String = SongValidator.DEFAULT_SONGNAME;
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public var songArtist:String = SongValidator.DEFAULT_ARTIST;
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public var timeFormat:SongTimeFormat = SongValidator.DEFAULT_TIMEFORMAT;
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public var divisions:Int = SongValidator.DEFAULT_DIVISIONS;
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public var loop:Bool = SongValidator.DEFAULT_LOOP;
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public var generatedBy:String = SongValidator.DEFAULT_GENERATEDBY;
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public var timeChanges:Array<SongTimeChange> = [];
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public var stage:String = SongValidator.DEFAULT_STAGE;
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public var chars:Map<String, SongPlayableChar> = null;
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public var scrollSpeed:Float = SongValidator.DEFAULT_SCROLLSPEED;
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public function new(song:Song, diffId:String, variation:String)
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{
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this.song = song;
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this.difficulty = diffId;
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this.variation = variation;
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}
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public function clearChart():Void
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{
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notes = null;
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}
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public function getStartingBPM():Float
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{
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if (timeChanges.length == 0)
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{
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return 0;
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}
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return timeChanges[0].bpm;
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}
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public function getPlayableChar(id:String):SongPlayableChar
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{
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return chars.get(id);
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}
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public function getPlayableChars():Array<String>
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{
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return chars.keys().array();
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}
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public function getEvents():Array<SongEventData>
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{
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return cast events;
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}
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public inline function cacheInst()
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{
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FlxG.sound.cache(Paths.inst(this.song.songId));
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}
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public inline function playInst(volume:Float = 1.0, looped:Bool = false)
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{
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FlxG.sound.playMusic(Paths.inst(this.song.songId), volume, looped);
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}
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public inline function cacheVocals()
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{
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FlxG.sound.cache(Paths.voices(this.song.songId));
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}
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public function buildVoiceList():Array<String>
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{
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// TODO: Implement.
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return [""];
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}
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public function buildVocals(charId:String = "bf"):VoicesGroup
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{
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var result:VoicesGroup = VoicesGroup.build(this.song.songId, this.buildVoiceList());
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return result;
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}
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}
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