mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-11-09 16:24:42 +00:00
197 lines
5 KiB
Haxe
197 lines
5 KiB
Haxe
package funkin;
|
|
|
|
import flixel.FlxState;
|
|
import flixel.FlxSubState;
|
|
import flixel.addons.ui.FlxUIState;
|
|
import flixel.text.FlxText;
|
|
import flixel.util.FlxColor;
|
|
import flixel.util.FlxSort;
|
|
import funkin.modding.PolymodHandler;
|
|
import funkin.modding.events.ScriptEvent;
|
|
import funkin.modding.module.ModuleHandler;
|
|
import funkin.ui.debug.DebugMenuSubState;
|
|
import funkin.util.SortUtil;
|
|
|
|
/**
|
|
* MusicBeatState actually represents the core utility FlxState of the game.
|
|
* It includes functionality for event handling, as well as maintaining BPM-based update events.
|
|
*/
|
|
class MusicBeatState extends FlxUIState
|
|
{
|
|
var controls(get, never):Controls;
|
|
|
|
inline function get_controls():Controls
|
|
return PlayerSettings.player1.controls;
|
|
|
|
public var leftWatermarkText:FlxText = null;
|
|
public var rightWatermarkText:FlxText = null;
|
|
|
|
public function new()
|
|
{
|
|
super();
|
|
|
|
initCallbacks();
|
|
}
|
|
|
|
function initCallbacks()
|
|
{
|
|
subStateOpened.add(onOpenSubStateComplete);
|
|
subStateClosed.add(onCloseSubStateComplete);
|
|
}
|
|
|
|
override function create()
|
|
{
|
|
super.create();
|
|
|
|
createWatermarkText();
|
|
|
|
Conductor.beatHit.add(this.beatHit);
|
|
Conductor.stepHit.add(this.stepHit);
|
|
}
|
|
|
|
public override function destroy():Void
|
|
{
|
|
super.destroy();
|
|
Conductor.beatHit.remove(this.beatHit);
|
|
Conductor.stepHit.remove(this.stepHit);
|
|
}
|
|
|
|
override function update(elapsed:Float)
|
|
{
|
|
super.update(elapsed);
|
|
|
|
// Emergency exit button.
|
|
if (FlxG.keys.justPressed.F4) FlxG.switchState(new MainMenuState());
|
|
|
|
// This can now be used in EVERY STATE YAY!
|
|
if (FlxG.keys.justPressed.F5) debug_refreshModules();
|
|
|
|
// ` / ~ to open the debug menu.
|
|
if (FlxG.keys.justPressed.GRAVEACCENT)
|
|
{
|
|
// TODO: Does this break anything?
|
|
this.persistentUpdate = false;
|
|
this.persistentDraw = false;
|
|
FlxG.state.openSubState(new DebugMenuSubState());
|
|
}
|
|
|
|
// Display Conductor info in the watch window.
|
|
FlxG.watch.addQuick("songPos", Conductor.songPosition);
|
|
FlxG.watch.addQuick("currentStepTime", Conductor.currentStepTime);
|
|
FlxG.watch.addQuick("bpm", Conductor.bpm);
|
|
|
|
dispatchEvent(new UpdateScriptEvent(elapsed));
|
|
}
|
|
|
|
function createWatermarkText()
|
|
{
|
|
// Both have an xPos of 0, but a width equal to the full screen.
|
|
// The rightWatermarkText is right aligned, which puts the text in the correct spot.
|
|
leftWatermarkText = new FlxText(0, FlxG.height - 18, FlxG.width, '', 12);
|
|
rightWatermarkText = new FlxText(0, FlxG.height - 18, FlxG.width, '', 12);
|
|
|
|
// 100,000 should be good enough.
|
|
leftWatermarkText.zIndex = 100000;
|
|
rightWatermarkText.zIndex = 100000;
|
|
leftWatermarkText.scrollFactor.set(0, 0);
|
|
rightWatermarkText.scrollFactor.set(0, 0);
|
|
leftWatermarkText.setFormat("VCR OSD Mono", 16, FlxColor.WHITE, LEFT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK);
|
|
rightWatermarkText.setFormat("VCR OSD Mono", 16, FlxColor.WHITE, RIGHT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK);
|
|
|
|
add(leftWatermarkText);
|
|
add(rightWatermarkText);
|
|
}
|
|
|
|
function dispatchEvent(event:ScriptEvent)
|
|
{
|
|
ModuleHandler.callEvent(event);
|
|
}
|
|
|
|
function debug_refreshModules()
|
|
{
|
|
PolymodHandler.forceReloadAssets();
|
|
|
|
// Restart the current state, so old data is cleared.
|
|
FlxG.resetState();
|
|
}
|
|
|
|
public function stepHit():Bool
|
|
{
|
|
var event = new SongTimeScriptEvent(ScriptEvent.SONG_STEP_HIT, Conductor.currentBeat, Conductor.currentStep);
|
|
|
|
dispatchEvent(event);
|
|
|
|
if (event.eventCanceled) return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
public function beatHit():Bool
|
|
{
|
|
var event = new SongTimeScriptEvent(ScriptEvent.SONG_BEAT_HIT, Conductor.currentBeat, Conductor.currentStep);
|
|
|
|
dispatchEvent(event);
|
|
|
|
if (event.eventCanceled) return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Refreshes the state, by redoing the render order of all sprites.
|
|
* It does this based on the `zIndex` of each prop.
|
|
*/
|
|
public function refresh()
|
|
{
|
|
sort(SortUtil.byZIndex, FlxSort.ASCENDING);
|
|
}
|
|
|
|
override function startOutro(onComplete:() -> Void):Void
|
|
{
|
|
var event = new StateChangeScriptEvent(ScriptEvent.STATE_CHANGE_BEGIN, null, true);
|
|
|
|
dispatchEvent(event);
|
|
|
|
if (event.eventCanceled)
|
|
{
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
onComplete();
|
|
}
|
|
}
|
|
|
|
public override function openSubState(targetSubState:FlxSubState):Void
|
|
{
|
|
var event = new SubStateScriptEvent(ScriptEvent.SUBSTATE_OPEN_BEGIN, targetSubState, true);
|
|
|
|
dispatchEvent(event);
|
|
|
|
if (event.eventCanceled) return;
|
|
|
|
super.openSubState(targetSubState);
|
|
}
|
|
|
|
function onOpenSubStateComplete(targetState:FlxSubState):Void
|
|
{
|
|
dispatchEvent(new SubStateScriptEvent(ScriptEvent.SUBSTATE_OPEN_END, targetState, true));
|
|
}
|
|
|
|
public override function closeSubState():Void
|
|
{
|
|
var event = new SubStateScriptEvent(ScriptEvent.SUBSTATE_CLOSE_BEGIN, this.subState, true);
|
|
|
|
dispatchEvent(event);
|
|
|
|
if (event.eventCanceled) return;
|
|
|
|
super.closeSubState();
|
|
}
|
|
|
|
function onCloseSubStateComplete(targetState:FlxSubState):Void
|
|
{
|
|
dispatchEvent(new SubStateScriptEvent(ScriptEvent.SUBSTATE_CLOSE_END, targetState, true));
|
|
}
|
|
}
|