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141 lines
4 KiB
Haxe
141 lines
4 KiB
Haxe
package funkin.play.character;
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import funkin.modding.events.ScriptEvent;
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import funkin.modding.events.ScriptEvent.UpdateScriptEvent;
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import funkin.play.character.CharacterData.CharacterDataParser;
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import funkin.Note.NoteDir;
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import funkin.modding.events.ScriptEvent.NoteScriptEvent;
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import funkin.play.stage.Bopper;
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/**
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* A Character is a stage prop which bops to the music as well as controlled by the strumlines.
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*
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* Remember: The character's origin is at its FEET. (horizontal center, vertical bottom)
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*/
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class CharacterBase extends Bopper
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{
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public var characterId(default, null):String;
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public var characterName(default, null):String;
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/**
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* Whether the player is an active character (Boyfriend) or not.
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*/
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public var characterType:CharacterType = OTHER;
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public var attachedStrumlines(default, null):Array<Int>;
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final _data:CharacterData;
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/**
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* Tracks how long, in seconds, the character has been playing the current `sing` animation.
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* This is used to ensure that characters play the `sing` animations for at least one beat,
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* preventing them from reverting to the `idle` animation between notes.
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*/
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public var holdTimer:Float = 0;
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final singTimeCrochet:Float;
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public function new(id:String)
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{
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super();
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this.characterId = id;
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this.attachedStrumlines = [];
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_data = CharacterDataParser.parseCharacterData(this.characterId);
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if (_data == null)
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{
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throw 'Could not find character data for characterId: $characterId';
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}
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else
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{
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this.characterName = _data.name;
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this.singTimeCrochet = _data.singTime;
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}
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}
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public override function onUpdate(event:UpdateScriptEvent):Void
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{
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super.onUpdate(event);
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// Handle character note hold time.
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holdTimer += event.elapsed;
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var singTimeMs:Float = singTimeCrochet * Conductor.crochet;
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// Without this check here, the player character would only play the `sing` animation
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// for one beat, as opposed to holding it as long as the player is holding the button.
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var shouldStopSinging:Bool = (this.characterType == BF) ? !isHoldingNote() : true;
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if (holdTimer > singTimeMs && shouldStopSinging)
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{
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holdTimer = 0;
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dance();
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}
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}
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/**
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* Returns true if the player is holding a note.
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* Used when determing whether a the player character should revert to the `idle` animation.
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* On non-player characters, this should be ignored.
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*/
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function isHoldingNote(player:Int = 1):Bool
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{
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// Returns true if at least one of LEFT, DOWN, UP, or RIGHT is being held.
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switch (player)
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{
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case 1:
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return [
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PlayerSettings.player1.controls.NOTE_LEFT,
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PlayerSettings.player1.controls.NOTE_DOWN,
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PlayerSettings.player1.controls.NOTE_UP,
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PlayerSettings.player1.controls.NOTE_RIGHT,
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].contains(true);
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case 2:
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return [
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PlayerSettings.player2.controls.NOTE_LEFT,
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PlayerSettings.player2.controls.NOTE_DOWN,
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PlayerSettings.player2.controls.NOTE_UP,
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PlayerSettings.player2.controls.NOTE_RIGHT,
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].contains(true);
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}
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return false;
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}
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/**
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* Every time a note is hit, check if the note is from the same strumline.
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* If it is, then play the sing animation.
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*/
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public override function onNoteHit(event:NoteScriptEvent)
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{
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super.onNoteHit(event);
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// If event.note is from the same strumline as this character, then sing.
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// if (this.attachedStrumlines.indexOf(event.note.strumline) != -1)
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// {
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// this.playSingAnimation(event.note.dir, false, note.alt);
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// }
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}
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public override function onDestroy(event:ScriptEvent):Void
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{
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this.characterType = OTHER;
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}
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/**
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* Play the appropriate singing animation, for the given note direction.
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* @param dir The direction of the note.
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* @param miss If true, play the miss animation instead of the sing animation.
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* @param suffix A suffix to append to the animation name, like `alt`.
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*/
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function playSingAnimation(dir:NoteDir, miss:Bool = false, suffix:String = ""):Void
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{
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var anim:String = 'sing${dir.nameUpper}${miss ? 'miss' : ''}${suffix != "" ? '-${suffix}' : ''}';
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playAnimation(anim, true);
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}
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}
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enum CharacterType
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{
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BF;
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DAD;
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GF;
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OTHER;
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}
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