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533 lines
15 KiB
Haxe
533 lines
15 KiB
Haxe
package funkin.play.components;
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import funkin.play.character.CharacterData;
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import flixel.FlxSprite;
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import flixel.math.FlxMath;
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import flixel.math.FlxPoint;
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import funkin.play.character.CharacterData.CharacterDataParser;
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import openfl.utils.Assets;
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import funkin.graphics.FunkinSprite;
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import funkin.util.MathUtil;
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/**
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* This is a rework of the health icon with the following changes:
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* - The health icon now owns its own state logic. It queries health and updates the sprite itself,
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* rather than relying on PlayState to command it.
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* - The health icon now supports animations.
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* - The health icon will now search for a SparrowV2 (XML) spritesheet, and use that for rendering if it can.
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* - If it can't find a spritesheet, it will the old format; a two-frame 300x150 image.
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* - If the spritesheet is found, the health icon will attempt to load and use the following animations as appropriate:
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* - `idle`, `winning`, `losing`, `toWinning`, `fromWinning`, `toLosing`, `fromLosing`
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* - The health icon is now easier to control via scripts.
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* - Set `autoUpdate` to false to prevent the health icon from changing its own animations.
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* - Once `autoUpdate` is false, you can manually call `playAnimation()` to play a specific animation.
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* - i.e. `PlayState.instance.iconP1.playAnimation("losing")`
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* - Scripts can also utilize all functionality that a normal FlxSprite would have access to, such as adding supplimental animations.
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* - i.e. `PlayState.instance.iconP1.animation.addByPrefix("jumpscare", "jumpscare", 24, false);`
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* @author EliteMasterEric
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*/
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@:nullSafety
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class HealthIcon extends FunkinSprite
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{
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/**
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* The character this icon is representing.
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* Setting this variable will automatically update the graphic.
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*/
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public var characterId(default, set):Null<String>;
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/**
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* Whether this health icon should automatically update its state based on the character's health.
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* Note that turning this off means you have to manually do the following:
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* - Boping the icon on the beat.
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* - Switching between winning/losing/idle animations.
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* - Repositioning the icon as health changes.
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*/
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public var autoUpdate:Bool = true;
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/**
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* Since the `scale` of the sprite dynamically changes over time,
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* this value allows you to set a relative scale for the icon.
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* @default 1x scale = 150px width and height.
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*/
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public var size:FlxPoint = new FlxPoint(1, 1);
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/**
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* Apply the "bop" animation once every X steps.
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* Defaults to once per beat.
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*/
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public var bopEvery:Int = Constants.STEPS_PER_BEAT;
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/**
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* The amount, in degrees, to rotate the icon by when boping.
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* ERIC NOTE: I experimented with this a bit but ended up turning it off,
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* but why not leave it in for the script kiddies?
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*/
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public var bopAngle:Float = 0.0;
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/**
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* The player the health icon is attached to.
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*/
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var playerId:Int = 0;
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/**
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* Whether the sprite is pixel art or not.
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*/
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public var isPixel(default, set):Bool = false;
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/**
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* Whether this is a legacy icon or not.
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*/
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var isLegacyStyle:Bool = false;
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/**
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* At this amount of health, play the Winning animation instead of the idle.
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*/
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static final WINNING_THRESHOLD:Float = 0.8 * 2;
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/**
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* At this amount of health, play the Losing animation instead of the idle.
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*/
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static final LOSING_THRESHOLD:Float = 0.2 * 2;
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/**
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* The maximum health of the player.
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*/
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static final MAXIMUM_HEALTH:Float = 2;
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/**
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* The size of a non-pixel icon when using the legacy format.
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* Remember, modern icons can be any size.
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*/
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public static final HEALTH_ICON_SIZE:Int = 150;
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/**
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* The size of a pixel icon when using the legacy format.
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* Remember, modern icons can be any size.
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*/
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static final PIXEL_ICON_SIZE:Int = 32;
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/**
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* The amount, in percent, to scale the icon by when bopping.
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*/
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static final BOP_SCALE:Float = 0.2;
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/**
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* shitty hardcoded value for a specific positioning!!!
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*/
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static final POSITION_OFFSET:Int = 26;
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public function new(char:String = 'bf', playerId:Int = 0)
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{
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super(0, 0);
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this.playerId = playerId;
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this.scrollFactor.set();
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this.characterId = char;
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initTargetSize();
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}
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function set_characterId(value:Null<String>):Null<String>
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{
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if (value == characterId) return value;
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characterId = value ?? Constants.DEFAULT_HEALTH_ICON;
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return characterId;
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}
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function set_isPixel(value:Bool):Bool
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{
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if (value == isPixel) return value;
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isPixel = value;
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return isPixel;
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}
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/**
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* Easter egg; press 9 in the PlayState to use the old player icon.
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*/
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public function toggleOldIcon():Void
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{
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if (characterId == 'bf-old')
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{
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PlayState.instance.currentStage.getBoyfriend().initHealthIcon(false);
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}
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else
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{
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characterId = 'bf-old';
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loadCharacter(characterId);
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}
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}
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/**
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* Use the provided CharacterHealthIconData to configure this health icon's appearance.
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* @param data The data to use to configure this health icon.
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*/
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public function configure(data:Null<HealthIconData>):Void
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{
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if (data == null)
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{
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this.characterId = Constants.DEFAULT_HEALTH_ICON;
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this.isPixel = false;
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loadCharacter(characterId);
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this.size.set(1.0, 1.0);
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this.offset.x = 0.0;
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this.offset.y = 0.0;
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this.flipX = false;
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}
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else
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{
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this.characterId = data.id;
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this.isPixel = data.isPixel ?? false;
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loadCharacter(characterId);
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this.size.set(data.scale ?? 1.0, data.scale ?? 1.0);
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this.offset.x = (data.offsets != null) ? data.offsets[0] : 0.0;
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this.offset.y = (data.offsets != null) ? data.offsets[1] : 0.0;
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this.flipX = data.flipX ?? false; // Face the OTHER way by default, since that is more common.
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}
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}
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/**
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* Called by Flixel every frame. Includes logic to manage the currently playing animation.
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*/
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override function update(elapsed:Float):Void
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{
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super.update(elapsed);
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if (bopEvery != 0)
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{
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// Lerp the health icon back to its normal size,
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// while maintaining aspect ratio.
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if (this.width > this.height)
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{
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// Apply linear interpolation while accounting for frame rate.
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var targetSize:Int = Std.int(MathUtil.coolLerp(this.width, HEALTH_ICON_SIZE * this.size.x, 0.15));
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setGraphicSize(targetSize, 0);
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}
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else
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{
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var targetSize:Int = Std.int(MathUtil.coolLerp(this.height, HEALTH_ICON_SIZE * this.size.y, 0.15));
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setGraphicSize(0, targetSize);
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}
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// Lerp the health icon back to its normal angle.
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this.angle = MathUtil.coolLerp(this.angle, 0, 0.15);
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this.updateHitbox();
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}
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this.updatePosition();
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}
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/**
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* Update the position (and status) of the health icon.
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*/
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public function updatePosition():Void
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{
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// Make sure autoUpdate is false if the health icon is not being used in the PlayState.
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if (autoUpdate && PlayState.instance != null)
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{
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switch (playerId)
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{
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case 0: // Boyfriend
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// Update the animation based on the current state.
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updateHealthIcon(PlayState.instance.health);
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// Update the position to match the health bar.
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this.x = PlayState.instance.healthBar.x
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+ (PlayState.instance.healthBar.width * (FlxMath.remapToRange(PlayState.instance.healthBar.value, 0, 2, 100, 0) * 0.01) - POSITION_OFFSET);
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case 1: // Dad
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// Update the animation based on the current state.
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updateHealthIcon(MAXIMUM_HEALTH - PlayState.instance.health);
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// Update the position to match the health bar.
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this.x = PlayState.instance.healthBar.x
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+ (PlayState.instance.healthBar.width * (FlxMath.remapToRange(PlayState.instance.healthBar.value, 0, 2, 100, 0) * 0.01))
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- (this.width - POSITION_OFFSET);
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}
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// Keep the icon centered vertically on the health bar.
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this.y = PlayState.instance.healthBar.y - (this.height / 2); // - (PlayState.instance.healthBar.height / 2)
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}
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}
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/**
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* Called on every step.
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* @param curStep The current step number.
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*/
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public function onStepHit(curStep:Int):Void
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{
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// Make the icons bop.
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if (bopEvery != 0 && curStep % bopEvery == 0 && isLegacyStyle)
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{
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// Make the icon increase in size (the update function causes them to lerp back down).
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if (this.width > this.height)
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{
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setGraphicSize(Std.int(this.width + (HEALTH_ICON_SIZE * this.size.x * BOP_SCALE)), 0);
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}
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else
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{
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setGraphicSize(0, Std.int(this.height + (HEALTH_ICON_SIZE * this.size.y * BOP_SCALE)));
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}
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// Make the icon twist (the update function causes them to lerp back to normal).
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this.angle += bopAngle * (playerId == 0 ? 1 : -1);
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this.updateHitbox();
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// Ensure the icon is positioned correctly after updating the hitbox.
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this.updatePosition();
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}
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}
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inline function initTargetSize():Void
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{
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setGraphicSize(HEALTH_ICON_SIZE);
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updateHitbox();
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}
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function updateHealthIcon(health:Float):Void
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{
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// We want to efficiently handle animation playback
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// Here, we use the current animation name to track the current state
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// of a simple state machine. Neat!
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switch (getCurrentAnimation())
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{
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case Idle:
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if (health < LOSING_THRESHOLD)
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{
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playAnimation(ToLosing, Losing);
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}
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else if (health > WINNING_THRESHOLD)
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{
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playAnimation(ToWinning, Winning);
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}
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else
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{
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playAnimation(Idle);
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}
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case Winning:
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if (health < WINNING_THRESHOLD)
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{
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playAnimation(FromWinning, Idle);
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}
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else
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{
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playAnimation(Winning, Idle);
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}
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case Losing:
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if (health > LOSING_THRESHOLD) playAnimation(FromLosing, Idle);
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else
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{
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playAnimation(Losing, Idle);
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}
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case ToLosing:
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if (isAnimationFinished())
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{
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playAnimation(Losing, Idle);
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}
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case ToWinning:
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if (isAnimationFinished())
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{
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playAnimation(Winning, Idle);
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}
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case FromLosing | FromWinning:
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if (isAnimationFinished())
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{
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playAnimation(Idle);
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}
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case '':
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playAnimation(Idle);
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default:
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playAnimation(Idle);
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}
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}
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/**
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* Load health icon animations from a Sparrow XML file (the kind used by characters)
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* Note that this is looking for SPECIFIC animation names, so you may need to modify the XML.
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* @param charId
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*/
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function loadAnimationNew():Void
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{
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this.animation.addByPrefix(Idle, Idle, 24, true);
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this.animation.addByPrefix(Winning, Winning, 24, true);
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this.animation.addByPrefix(Losing, Losing, 24, true);
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this.animation.addByPrefix(ToWinning, ToWinning, 24, false);
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this.animation.addByPrefix(ToLosing, ToLosing, 24, false);
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this.animation.addByPrefix(FromWinning, FromWinning, 24, false);
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this.animation.addByPrefix(FromLosing, FromLosing, 24, false);
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}
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/**
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* Load health icon animations using the legacy format.
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* Simply assumes two icons, the idle and losing icons.
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* @param charId
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*/
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function loadAnimationOld():Void
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{
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// Don't flip BF's icon here! That's done later.
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this.animation.add(Idle, [0], 0, false, false);
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this.animation.add(Losing, [1], 0, false, false);
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if (animation.numFrames >= 3)
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{
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this.animation.add(Winning, [2], 0, false, false);
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}
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}
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function correctCharacterId(charId:Null<String>):String
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{
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if (charId == null)
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{
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return Constants.DEFAULT_HEALTH_ICON;
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}
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if (!Assets.exists(Paths.image('icons/icon-$charId')))
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{
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FlxG.log.warn('No icon for character: $charId : using default placeholder face instead!');
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return Constants.DEFAULT_HEALTH_ICON;
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}
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return charId;
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}
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function isNewSpritesheet(charId:String):Bool
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{
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return Assets.exists(Paths.file('images/icons/icon-$characterId.xml'));
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}
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function loadCharacter(charId:Null<String>):Void
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{
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if (charId == null || correctCharacterId(charId) != charId)
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{
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// This will recursively trigger loadCharacter to be called again.
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characterId = correctCharacterId(charId);
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return;
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}
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isLegacyStyle = !isNewSpritesheet(charId);
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if (!isLegacyStyle)
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{
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loadSparrow('icons/icon-$charId');
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loadAnimationNew();
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}
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else
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{
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loadGraphic(Paths.image('icons/icon-$charId'), true, isPixel ? PIXEL_ICON_SIZE : HEALTH_ICON_SIZE, isPixel ? PIXEL_ICON_SIZE : HEALTH_ICON_SIZE);
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loadAnimationOld();
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}
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this.antialiasing = !isPixel;
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}
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/**
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* @return Name of the current animation being played by this health icon.
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*/
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public function getCurrentAnimation():String
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{
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if (this.animation == null || this.animation.curAnim == null) return "";
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return this.animation.curAnim.name;
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}
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/**
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* @param id The name of the animation to check for.
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* @return Whether this sprite posesses the given animation.
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* Only true if the animation was successfully loaded from the XML.
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*/
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public function hasAnimation(id:String):Bool
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{
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if (this.animation == null) return false;
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return this.animation.getByName(id) != null;
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}
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/**
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* @return Whether the current animation is in the finished state.
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*/
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public function isAnimationFinished():Bool
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{
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return this.animation.finished;
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}
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/**
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* Plays the animation with the given name.
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* @param name The name of the animation to play.
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* @param fallback The fallback animation to play if the given animation is not found.
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* @param restart Whether to forcibly restart the animation if it is already playing.
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*/
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public function playAnimation(name:String, fallback:String = null, restart = false):Void
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{
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// Attempt to play the animation
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if (hasAnimation(name))
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{
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this.animation.play(name, restart, false, 0);
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return;
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}
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// Play the fallback animation if the requested animation was not found
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if (fallback != null && hasAnimation(fallback))
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{
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this.animation.play(fallback, restart, false, 0);
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return;
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}
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// If we don't have an animation, we're done.
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}
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}
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/**
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* The current state of the health
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*/
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enum abstract HealthIconState(String) to String from String
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{
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/**
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* Indicates the health icon is in the default animation.
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* Plays as long as health is between 20% and 80%.
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*/
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public var Idle = 'idle';
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/**
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* Indicates the health icon is playing the Winning animation.
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* Plays as long as health is above 80%.
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*/
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public var Winning = 'winning';
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/**
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* Indicates the health icon is playing the Losing animation.
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* Plays as long as health is below 20%.
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*/
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public var Losing = 'losing';
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/**
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* Indicates that the health icon is transitioning between `idle` and `winning`.
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* The next animation will play once the current animation finishes.
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*/
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public var ToWinning = 'toWinning';
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/**
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* Indicates that the health icon is transitioning between `idle` and `losing`.
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* The next animation will play once the current animation finishes.
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*/
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public var ToLosing = 'toLosing';
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/**
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* Indicates that the health icon is transitioning between `winning` and `idle`.
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* The next animation will play once the current animation finishes.
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*/
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public var FromWinning = 'fromWinning';
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/**
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* Indicates that the health icon is transitioning between `losing` and `idle`.
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* The next animation will play once the current animation finishes.
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*/
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public var FromLosing = 'fromLosing';
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}
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