mirror of
https://github.com/ninjamuffin99/Funkin.git
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922 lines
25 KiB
Haxe
922 lines
25 KiB
Haxe
package funkin.play.notes;
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import flixel.util.FlxSignal.FlxTypedSignal;
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import flixel.FlxG;
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import funkin.play.notes.notestyle.NoteStyle;
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import flixel.group.FlxSpriteGroup;
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import flixel.group.FlxSpriteGroup.FlxTypedSpriteGroup;
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import flixel.tweens.FlxEase;
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import flixel.tweens.FlxTween;
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import flixel.util.FlxSort;
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import funkin.play.notes.NoteHoldCover;
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import funkin.play.notes.NoteSplash;
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import funkin.play.notes.NoteSprite;
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import funkin.play.notes.SustainTrail;
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import funkin.data.song.SongData.SongNoteData;
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import funkin.ui.options.PreferencesMenu;
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import funkin.util.SortUtil;
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import funkin.modding.events.ScriptEvent;
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/**
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* A group of sprites which handles the receptor, the note splashes, and the notes (with sustains) for a given player.
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*/
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class Strumline extends FlxSpriteGroup
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{
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public static final DIRECTIONS:Array<NoteDirection> = [NoteDirection.LEFT, NoteDirection.DOWN, NoteDirection.UP, NoteDirection.RIGHT];
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public static final STRUMLINE_SIZE:Int = 104;
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public static final NOTE_SPACING:Int = STRUMLINE_SIZE + 8;
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// Positional fixes for new strumline graphics.
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static final INITIAL_OFFSET = -0.275 * STRUMLINE_SIZE;
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static final NUDGE:Float = 2.0;
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static final KEY_COUNT:Int = 4;
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static final NOTE_SPLASH_CAP:Int = 6;
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static var RENDER_DISTANCE_MS(get, never):Float;
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static function get_RENDER_DISTANCE_MS():Float
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{
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return FlxG.height / 0.45;
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}
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/**
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* Whether this strumline is controlled by the player's inputs.
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* False means it's controlled by the opponent or Bot Play.
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*/
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public var isPlayer:Bool;
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/**
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* Usually you want to keep this as is, but if you are using a Strumline and
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* playing a sound that has it's own conductor, set this (LatencyState for example)
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*/
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public var conductorInUse(get, set):Conductor;
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// Used in-game to control the scroll speed within a song
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public var scrollSpeed:Float = 1.0;
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public function resetScrollSpeed():Void
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{
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scrollSpeed = PlayState.instance?.currentChart?.scrollSpeed ?? 1.0;
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}
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var _conductorInUse:Null<Conductor>;
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function get_conductorInUse():Conductor
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{
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if (_conductorInUse == null) return Conductor.instance;
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return _conductorInUse;
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}
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function set_conductorInUse(value:Conductor):Conductor
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{
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return _conductorInUse = value;
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}
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/**
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* The notes currently being rendered on the strumline.
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* This group iterates over this every frame to update note positions.
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* The PlayState also iterates over this to calculate user inputs.
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*/
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public var notes:FlxTypedSpriteGroup<NoteSprite>;
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public var holdNotes:FlxTypedSpriteGroup<SustainTrail>;
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public var onNoteIncoming:FlxTypedSignal<NoteSprite->Void>;
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var strumlineNotes:FlxTypedSpriteGroup<StrumlineNote>;
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var noteSplashes:FlxTypedSpriteGroup<NoteSplash>;
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var noteHoldCovers:FlxTypedSpriteGroup<NoteHoldCover>;
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var notesVwoosh:FlxTypedSpriteGroup<NoteSprite>;
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var holdNotesVwoosh:FlxTypedSpriteGroup<SustainTrail>;
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final noteStyle:NoteStyle;
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/**
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* The note data for the song. Should NOT be altered after the song starts,
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* so we can easily rewind.
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*/
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var noteData:Array<SongNoteData> = [];
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var nextNoteIndex:Int = -1;
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var heldKeys:Array<Bool> = [];
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public function new(noteStyle:NoteStyle, isPlayer:Bool)
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{
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super();
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this.isPlayer = isPlayer;
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this.noteStyle = noteStyle;
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this.strumlineNotes = new FlxTypedSpriteGroup<StrumlineNote>();
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this.strumlineNotes.zIndex = 10;
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this.add(this.strumlineNotes);
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// Hold notes are added first so they render behind regular notes.
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this.holdNotes = new FlxTypedSpriteGroup<SustainTrail>();
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this.holdNotes.zIndex = 20;
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this.add(this.holdNotes);
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this.holdNotesVwoosh = new FlxTypedSpriteGroup<SustainTrail>();
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this.holdNotesVwoosh.zIndex = 21;
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this.add(this.holdNotesVwoosh);
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this.notes = new FlxTypedSpriteGroup<NoteSprite>();
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this.notes.zIndex = 30;
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this.add(this.notes);
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this.notesVwoosh = new FlxTypedSpriteGroup<NoteSprite>();
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this.notesVwoosh.zIndex = 31;
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this.add(this.notesVwoosh);
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this.noteHoldCovers = new FlxTypedSpriteGroup<NoteHoldCover>(0, 0, 4);
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this.noteHoldCovers.zIndex = 40;
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this.add(this.noteHoldCovers);
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this.noteSplashes = new FlxTypedSpriteGroup<NoteSplash>(0, 0, NOTE_SPLASH_CAP);
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this.noteSplashes.zIndex = 50;
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this.add(this.noteSplashes);
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this.refresh();
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this.onNoteIncoming = new FlxTypedSignal<NoteSprite->Void>();
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resetScrollSpeed();
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for (i in 0...KEY_COUNT)
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{
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var child:StrumlineNote = new StrumlineNote(noteStyle, isPlayer, DIRECTIONS[i]);
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child.x = getXPos(DIRECTIONS[i]);
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child.x += INITIAL_OFFSET;
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child.y = 0;
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noteStyle.applyStrumlineOffsets(child);
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this.strumlineNotes.add(child);
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}
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for (i in 0...KEY_COUNT)
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{
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heldKeys.push(false);
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}
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// This MUST be true for children to update!
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this.active = true;
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}
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public function refresh():Void
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{
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sort(SortUtil.byZIndex, FlxSort.ASCENDING);
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}
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override function get_width():Float
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{
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return KEY_COUNT * Strumline.NOTE_SPACING;
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}
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public override function update(elapsed:Float):Void
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{
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super.update(elapsed);
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updateNotes();
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}
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/**
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* Returns `true` if no notes are in range of the strumline and the player can spam without penalty.
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*/
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public function mayGhostTap():Bool
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{
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// TODO: Refine this. Only querying "can be hit" is too tight but "is being rendered" is too loose.
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// Also, if you just hit a note, there should be a (short) period where this is off so you can't spam.
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// If there are any notes on screen, we can't ghost tap.
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return notes.members.filter(function(note:NoteSprite) {
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return note != null && note.alive && !note.hasBeenHit;
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}).length == 0;
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}
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/**
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* Return notes that are within `Constants.HIT_WINDOW` ms of the strumline.
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* @return An array of `NoteSprite` objects.
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*/
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public function getNotesMayHit():Array<NoteSprite>
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{
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return notes.members.filter(function(note:NoteSprite) {
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return note != null && note.alive && !note.hasBeenHit && note.mayHit;
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});
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}
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/**
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* Return hold notes that are within `Constants.HIT_WINDOW` ms of the strumline.
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* @return An array of `SustainTrail` objects.
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*/
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public function getHoldNotesHitOrMissed():Array<SustainTrail>
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{
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return holdNotes.members.filter(function(holdNote:SustainTrail) {
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return holdNote != null && holdNote.alive && (holdNote.hitNote || holdNote.missedNote);
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});
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}
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public function getNoteSprite(noteData:SongNoteData):NoteSprite
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{
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if (noteData == null) return null;
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for (note in notes.members)
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{
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if (note == null) continue;
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if (note.alive) continue;
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if (note.noteData == noteData) return note;
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}
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return null;
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}
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public function getHoldNoteSprite(noteData:SongNoteData):SustainTrail
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{
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if (noteData == null || ((noteData.length ?? 0.0) <= 0.0)) return null;
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for (holdNote in holdNotes.members)
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{
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if (holdNote == null) continue;
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if (holdNote.alive) continue;
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if (holdNote.noteData == noteData) return holdNote;
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}
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return null;
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}
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/**
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* Call this when resetting the playstate.
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*/
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public function vwooshNotes():Void
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{
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for (note in notes.members)
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{
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if (note == null) continue;
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if (!note.alive) continue;
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notes.remove(note);
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notesVwoosh.add(note);
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var targetY:Float = FlxG.height + note.y;
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if (Preferences.downscroll) targetY = 0 - note.height;
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FlxTween.tween(note, {y: targetY}, 0.5,
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{
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ease: FlxEase.expoIn,
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onComplete: function(twn) {
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note.kill();
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notesVwoosh.remove(note, true);
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note.destroy();
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}
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});
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}
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for (holdNote in holdNotes.members)
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{
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if (holdNote == null) continue;
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if (!holdNote.alive) continue;
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holdNotes.remove(holdNote);
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holdNotesVwoosh.add(holdNote);
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var targetY:Float = FlxG.height + holdNote.y;
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if (Preferences.downscroll) targetY = 0 - holdNote.height;
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FlxTween.tween(holdNote, {y: targetY}, 0.5,
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{
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ease: FlxEase.expoIn,
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onComplete: function(twn) {
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holdNote.kill();
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holdNotesVwoosh.remove(holdNote, true);
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holdNote.destroy();
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}
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});
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}
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}
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/**
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* For a note's strumTime, calculate its Y position relative to the strumline.
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* NOTE: Assumes Conductor and PlayState are both initialized.
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* @param strumTime
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* @return Float
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*/
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public function calculateNoteYPos(strumTime:Float, vwoosh:Bool = true):Float
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{
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// Make the note move faster visually as it moves offscreen.
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// var vwoosh:Float = (strumTime < Conductor.songPosition) && vwoosh ? 2.0 : 1.0;
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// ^^^ commented this out... do NOT make it move faster as it moves offscreen!
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var vwoosh:Float = 1.0;
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return
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Constants.PIXELS_PER_MS * (conductorInUse.songPosition - strumTime - Conductor.instance.inputOffset) * scrollSpeed * vwoosh * (Preferences.downscroll ? 1 : -1);
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}
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function updateNotes():Void
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{
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if (noteData.length == 0) return;
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// Ensure note data gets reset if the song happens to loop.
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// NOTE: I had to remove this line because it was causing notes visible during the countdown to be placed multiple times.
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// I don't remember what bug I was trying to fix by adding this.
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// if (conductorInUse.currentStep == 0) nextNoteIndex = 0;
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var songStart:Float = PlayState.instance?.startTimestamp ?? 0.0;
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var hitWindowStart:Float = conductorInUse.songPosition - Constants.HIT_WINDOW_MS;
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var renderWindowStart:Float = conductorInUse.songPosition + RENDER_DISTANCE_MS;
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for (noteIndex in nextNoteIndex...noteData.length)
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{
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var note:Null<SongNoteData> = noteData[noteIndex];
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if (note == null) continue; // Note is blank
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if (note.time < songStart || note.time < hitWindowStart)
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{
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// Note is in the past, skip it.
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nextNoteIndex = noteIndex + 1;
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continue;
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}
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if (note.time > renderWindowStart) break; // Note is too far ahead to render
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var noteSprite = buildNoteSprite(note);
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if (note.length > 0)
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{
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noteSprite.holdNoteSprite = buildHoldNoteSprite(note);
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}
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nextNoteIndex = noteIndex + 1; // Increment the nextNoteIndex rather than splicing the array, because splicing is slow.
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onNoteIncoming.dispatch(noteSprite);
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}
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// Update rendering of notes.
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for (note in notes.members)
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{
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if (note == null || !note.alive) continue;
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var vwoosh:Bool = note.holdNoteSprite == null;
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// Set the note's position.
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note.y = this.y - INITIAL_OFFSET + calculateNoteYPos(note.strumTime, vwoosh);
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// If the note is miss
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var isOffscreen = Preferences.downscroll ? note.y > FlxG.height : note.y < -note.height;
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if (note.handledMiss && isOffscreen)
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{
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killNote(note);
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}
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}
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// Update rendering of hold notes.
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for (holdNote in holdNotes.members)
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{
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if (holdNote == null || !holdNote.alive) continue;
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if (conductorInUse.songPosition > holdNote.strumTime && holdNote.hitNote && !holdNote.missedNote)
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{
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if (isPlayer && !isKeyHeld(holdNote.noteDirection))
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{
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// Stopped pressing the hold note.
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playStatic(holdNote.noteDirection);
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holdNote.missedNote = true;
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holdNote.visible = true;
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holdNote.alpha = 0.0; // Completely hide the dropped hold note.
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}
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}
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var renderWindowEnd = holdNote.strumTime + holdNote.fullSustainLength + Constants.HIT_WINDOW_MS + RENDER_DISTANCE_MS / 8;
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if (holdNote.missedNote && conductorInUse.songPosition >= renderWindowEnd)
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{
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// Hold note is offscreen, kill it.
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holdNote.visible = false;
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holdNote.kill(); // Do not destroy! Recycling is faster.
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}
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else if (holdNote.hitNote && holdNote.sustainLength <= 0)
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{
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// Hold note is completed, kill it.
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if (isKeyHeld(holdNote.noteDirection))
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{
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playPress(holdNote.noteDirection);
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}
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else
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{
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playStatic(holdNote.noteDirection);
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}
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if (holdNote.cover != null && isPlayer)
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{
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holdNote.cover.playEnd();
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}
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else if (holdNote.cover != null)
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{
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// *lightning* *zap* *crackle*
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holdNote.cover.visible = false;
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holdNote.cover.kill();
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}
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holdNote.visible = false;
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holdNote.kill();
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}
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else if (holdNote.missedNote && (holdNote.fullSustainLength > holdNote.sustainLength))
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{
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// Hold note was dropped before completing, keep it in its clipped state.
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holdNote.visible = true;
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var yOffset:Float = (holdNote.fullSustainLength - holdNote.sustainLength) * Constants.PIXELS_PER_MS;
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var vwoosh:Bool = false;
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if (Preferences.downscroll)
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{
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holdNote.y = this.y - INITIAL_OFFSET + calculateNoteYPos(holdNote.strumTime, vwoosh) - holdNote.height + STRUMLINE_SIZE / 2;
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}
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else
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{
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holdNote.y = this.y - INITIAL_OFFSET + calculateNoteYPos(holdNote.strumTime, vwoosh) + yOffset + STRUMLINE_SIZE / 2;
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}
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// Clean up the cover.
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if (holdNote.cover != null)
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{
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holdNote.cover.visible = false;
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holdNote.cover.kill();
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}
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}
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else if (conductorInUse.songPosition > holdNote.strumTime && holdNote.hitNote)
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{
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// Hold note is currently being hit, clip it off.
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holdConfirm(holdNote.noteDirection);
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holdNote.visible = true;
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holdNote.sustainLength = (holdNote.strumTime + holdNote.fullSustainLength) - conductorInUse.songPosition;
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if (holdNote.sustainLength <= 10)
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{
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holdNote.visible = false;
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}
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if (Preferences.downscroll)
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{
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holdNote.y = this.y - INITIAL_OFFSET - holdNote.height + STRUMLINE_SIZE / 2;
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}
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else
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{
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holdNote.y = this.y - INITIAL_OFFSET + STRUMLINE_SIZE / 2;
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}
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}
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else
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{
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// Hold note is new, render it normally.
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holdNote.visible = true;
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var vwoosh:Bool = false;
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if (Preferences.downscroll)
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{
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holdNote.y = this.y - INITIAL_OFFSET + calculateNoteYPos(holdNote.strumTime, vwoosh) - holdNote.height + STRUMLINE_SIZE / 2;
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}
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else
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{
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holdNote.y = this.y - INITIAL_OFFSET + calculateNoteYPos(holdNote.strumTime, vwoosh) + STRUMLINE_SIZE / 2;
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}
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}
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}
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// Update rendering of pressed keys.
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for (dir in DIRECTIONS)
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{
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if (isKeyHeld(dir) && getByDirection(dir).getCurrentAnimation() == "static")
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{
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playPress(dir);
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}
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}
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}
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/**
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* Called when the PlayState skips a large amount of time forward or backward.
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*/
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public function handleSkippedNotes():Void
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{
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// By calling clean(), we remove all existing notes so they can be re-added.
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clean();
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// By setting noteIndex to 0, the next update will skip past all the notes that are in the past.
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nextNoteIndex = 0;
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}
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public function onBeatHit():Void
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{
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if (notes.members.length > 1) notes.members.insertionSort(compareNoteSprites.bind(FlxSort.ASCENDING));
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if (holdNotes.members.length > 1) holdNotes.members.insertionSort(compareHoldNoteSprites.bind(FlxSort.ASCENDING));
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}
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public function pressKey(dir:NoteDirection):Void
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{
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heldKeys[dir] = true;
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}
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public function releaseKey(dir:NoteDirection):Void
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{
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heldKeys[dir] = false;
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}
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public function isKeyHeld(dir:NoteDirection):Bool
|
|
{
|
|
return heldKeys[dir];
|
|
}
|
|
|
|
/**
|
|
* Called when the song is reset.
|
|
* Removes any special animations and the like.
|
|
* Doesn't reset the notes from the chart, that's handled by the PlayState.
|
|
*/
|
|
public function clean():Void
|
|
{
|
|
for (note in notes.members)
|
|
{
|
|
if (note == null) continue;
|
|
killNote(note);
|
|
}
|
|
|
|
for (holdNote in holdNotes.members)
|
|
{
|
|
if (holdNote == null) continue;
|
|
holdNote.kill();
|
|
}
|
|
|
|
for (splash in noteSplashes)
|
|
{
|
|
if (splash == null) continue;
|
|
splash.kill();
|
|
}
|
|
|
|
for (cover in noteHoldCovers)
|
|
{
|
|
if (cover == null) continue;
|
|
cover.kill();
|
|
}
|
|
|
|
heldKeys = [false, false, false, false];
|
|
|
|
for (dir in DIRECTIONS)
|
|
{
|
|
playStatic(dir);
|
|
}
|
|
resetScrollSpeed();
|
|
}
|
|
|
|
public function applyNoteData(data:Array<SongNoteData>):Void
|
|
{
|
|
this.notes.clear();
|
|
|
|
this.noteData = data.copy();
|
|
this.nextNoteIndex = 0;
|
|
|
|
// Sort the notes by strumtime.
|
|
this.noteData.insertionSort(compareNoteData.bind(FlxSort.ASCENDING));
|
|
}
|
|
|
|
/**
|
|
* @param note The note to hit.
|
|
* @param removeNote True to remove the note immediately, false to make it transparent and let it move offscreen.
|
|
*/
|
|
public function hitNote(note:NoteSprite, removeNote:Bool = true):Void
|
|
{
|
|
playConfirm(note.direction);
|
|
note.hasBeenHit = true;
|
|
|
|
if (removeNote)
|
|
{
|
|
killNote(note);
|
|
}
|
|
else
|
|
{
|
|
note.alpha = 0.5;
|
|
note.desaturate();
|
|
}
|
|
|
|
if (note.holdNoteSprite != null)
|
|
{
|
|
note.holdNoteSprite.hitNote = true;
|
|
note.holdNoteSprite.missedNote = false;
|
|
note.holdNoteSprite.alpha = 1.0;
|
|
|
|
note.holdNoteSprite.sustainLength = (note.holdNoteSprite.strumTime + note.holdNoteSprite.fullSustainLength) - conductorInUse.songPosition;
|
|
}
|
|
}
|
|
|
|
public function killNote(note:NoteSprite):Void
|
|
{
|
|
if (note == null) return;
|
|
note.visible = false;
|
|
notes.remove(note, false);
|
|
note.kill();
|
|
|
|
if (note.holdNoteSprite != null)
|
|
{
|
|
note.holdNoteSprite.missedNote = true;
|
|
note.holdNoteSprite.visible = false;
|
|
}
|
|
}
|
|
|
|
public function getByIndex(index:Int):StrumlineNote
|
|
{
|
|
return this.strumlineNotes.members[index];
|
|
}
|
|
|
|
public function getByDirection(direction:NoteDirection):StrumlineNote
|
|
{
|
|
return getByIndex(DIRECTIONS.indexOf(direction));
|
|
}
|
|
|
|
public function playStatic(direction:NoteDirection):Void
|
|
{
|
|
getByDirection(direction).playStatic();
|
|
}
|
|
|
|
public function playPress(direction:NoteDirection):Void
|
|
{
|
|
getByDirection(direction).playPress();
|
|
}
|
|
|
|
public function playConfirm(direction:NoteDirection):Void
|
|
{
|
|
getByDirection(direction).playConfirm();
|
|
}
|
|
|
|
public function holdConfirm(direction:NoteDirection):Void
|
|
{
|
|
getByDirection(direction).holdConfirm();
|
|
}
|
|
|
|
public function isConfirm(direction:NoteDirection):Bool
|
|
{
|
|
return getByDirection(direction).isConfirm();
|
|
}
|
|
|
|
public function playNoteSplash(direction:NoteDirection):Void
|
|
{
|
|
// TODO: Add a setting to disable note splashes.
|
|
// if (Settings.noSplash) return;
|
|
if (!noteStyle.isNoteSplashEnabled()) return;
|
|
|
|
var splash:NoteSplash = this.constructNoteSplash();
|
|
|
|
if (splash != null)
|
|
{
|
|
splash.play(direction);
|
|
|
|
splash.x = this.x;
|
|
splash.x += getXPos(direction);
|
|
splash.x += INITIAL_OFFSET;
|
|
splash.y = this.y;
|
|
splash.y -= INITIAL_OFFSET;
|
|
splash.y += 0;
|
|
}
|
|
}
|
|
|
|
public function playNoteHoldCover(holdNote:SustainTrail):Void
|
|
{
|
|
// TODO: Add a setting to disable note splashes.
|
|
// if (Settings.noSplash) return;
|
|
if (!noteStyle.isHoldNoteCoverEnabled()) return;
|
|
|
|
var cover:NoteHoldCover = this.constructNoteHoldCover();
|
|
|
|
if (cover != null)
|
|
{
|
|
cover.holdNote = holdNote;
|
|
holdNote.cover = cover;
|
|
cover.visible = true;
|
|
|
|
cover.playStart();
|
|
|
|
cover.x = this.x;
|
|
cover.x += getXPos(holdNote.noteDirection);
|
|
cover.x += STRUMLINE_SIZE / 2;
|
|
cover.x -= cover.width / 2;
|
|
cover.x += -12; // Manual tweaking because fuck.
|
|
|
|
cover.y = this.y;
|
|
cover.y += INITIAL_OFFSET;
|
|
cover.y += STRUMLINE_SIZE / 2;
|
|
cover.y += -96; // Manual tweaking because fuck.
|
|
}
|
|
}
|
|
|
|
public function buildNoteSprite(note:SongNoteData):NoteSprite
|
|
{
|
|
var noteSprite:NoteSprite = constructNoteSprite();
|
|
|
|
if (noteSprite != null)
|
|
{
|
|
noteSprite.direction = note.getDirection();
|
|
noteSprite.noteData = note;
|
|
|
|
noteSprite.x = this.x;
|
|
noteSprite.x += getXPos(DIRECTIONS[note.getDirection() % KEY_COUNT]);
|
|
noteSprite.x -= NUDGE;
|
|
// noteSprite.x += INITIAL_OFFSET;
|
|
noteSprite.y = -9999;
|
|
}
|
|
|
|
return noteSprite;
|
|
}
|
|
|
|
public function buildHoldNoteSprite(note:SongNoteData):SustainTrail
|
|
{
|
|
var holdNoteSprite:SustainTrail = constructHoldNoteSprite();
|
|
|
|
if (holdNoteSprite != null)
|
|
{
|
|
holdNoteSprite.parentStrumline = this;
|
|
holdNoteSprite.noteData = note;
|
|
holdNoteSprite.strumTime = note.time;
|
|
holdNoteSprite.noteDirection = note.getDirection();
|
|
holdNoteSprite.fullSustainLength = note.length;
|
|
holdNoteSprite.sustainLength = note.length;
|
|
holdNoteSprite.missedNote = false;
|
|
holdNoteSprite.hitNote = false;
|
|
holdNoteSprite.visible = true;
|
|
holdNoteSprite.alpha = 1.0;
|
|
|
|
holdNoteSprite.x = this.x;
|
|
holdNoteSprite.x += getXPos(DIRECTIONS[note.getDirection() % KEY_COUNT]);
|
|
holdNoteSprite.x += STRUMLINE_SIZE / 2;
|
|
holdNoteSprite.x -= holdNoteSprite.width / 2;
|
|
holdNoteSprite.y = -9999;
|
|
}
|
|
|
|
return holdNoteSprite;
|
|
}
|
|
|
|
/**
|
|
* Custom recycling behavior.
|
|
*/
|
|
function constructNoteSplash():NoteSplash
|
|
{
|
|
var result:NoteSplash = null;
|
|
|
|
// If we haven't filled the pool yet...
|
|
if (noteSplashes.length < noteSplashes.maxSize)
|
|
{
|
|
// Create a new note splash.
|
|
result = new NoteSplash();
|
|
this.noteSplashes.add(result);
|
|
}
|
|
else
|
|
{
|
|
// Else, find a note splash which is inactive so we can revive it.
|
|
result = this.noteSplashes.getFirstAvailable();
|
|
|
|
if (result != null)
|
|
{
|
|
result.revive();
|
|
}
|
|
else
|
|
{
|
|
// The note splash pool is full and all note splashes are active,
|
|
// so we just pick one at random to destroy and restart.
|
|
result = FlxG.random.getObject(this.noteSplashes.members);
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Custom recycling behavior.
|
|
*/
|
|
function constructNoteHoldCover():NoteHoldCover
|
|
{
|
|
var result:NoteHoldCover = null;
|
|
|
|
// If we haven't filled the pool yet...
|
|
if (noteHoldCovers.length < noteHoldCovers.maxSize)
|
|
{
|
|
// Create a new note hold cover.
|
|
result = new NoteHoldCover();
|
|
this.noteHoldCovers.add(result);
|
|
}
|
|
else
|
|
{
|
|
// Else, find a note splash which is inactive so we can revive it.
|
|
result = this.noteHoldCovers.getFirstAvailable();
|
|
|
|
if (result != null)
|
|
{
|
|
result.revive();
|
|
}
|
|
else
|
|
{
|
|
// The note hold cover pool is full and all note hold covers are active,
|
|
// so we just pick one at random to destroy and restart.
|
|
result = FlxG.random.getObject(this.noteHoldCovers.members);
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Custom recycling behavior.
|
|
*/
|
|
function constructNoteSprite():NoteSprite
|
|
{
|
|
var result:NoteSprite = null;
|
|
|
|
// Else, find a note which is inactive so we can revive it.
|
|
result = this.notes.getFirstAvailable();
|
|
|
|
if (result != null)
|
|
{
|
|
// Revive and reuse the note.
|
|
result.revive();
|
|
}
|
|
else
|
|
{
|
|
// The note sprite pool is full and all note splashes are active.
|
|
// We have to create a new note.
|
|
result = new NoteSprite(noteStyle);
|
|
this.notes.add(result);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Custom recycling behavior.
|
|
*/
|
|
function constructHoldNoteSprite():SustainTrail
|
|
{
|
|
var result:SustainTrail = null;
|
|
|
|
// Else, find a note which is inactive so we can revive it.
|
|
result = this.holdNotes.getFirstAvailable();
|
|
|
|
if (result != null)
|
|
{
|
|
// Revive and reuse the note.
|
|
result.revive();
|
|
}
|
|
else
|
|
{
|
|
// The note sprite pool is full and all note splashes are active.
|
|
// We have to create a new note.
|
|
result = new SustainTrail(0, 0, noteStyle);
|
|
this.holdNotes.add(result);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
function getXPos(direction:NoteDirection):Float
|
|
{
|
|
return switch (direction)
|
|
{
|
|
case NoteDirection.LEFT: 0;
|
|
case NoteDirection.DOWN: 0 + (1 * Strumline.NOTE_SPACING);
|
|
case NoteDirection.UP: 0 + (2 * Strumline.NOTE_SPACING);
|
|
case NoteDirection.RIGHT: 0 + (3 * Strumline.NOTE_SPACING);
|
|
default: 0;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Apply a small animation which moves the arrow down and fades it in.
|
|
* Only plays at the start of Free Play songs.
|
|
*
|
|
* Note that modifying the offset of the whole strumline won't have the
|
|
* @param arrow The arrow to animate.
|
|
* @param index The index of the arrow in the strumline.
|
|
*/
|
|
function fadeInArrow(index:Int, arrow:StrumlineNote):Void
|
|
{
|
|
arrow.y -= 10;
|
|
arrow.alpha = 0.0;
|
|
FlxTween.tween(arrow, {y: arrow.y + 10, alpha: 1}, 1, {ease: FlxEase.circOut, startDelay: 0.5 + (0.2 * index)});
|
|
}
|
|
|
|
public function fadeInArrows():Void
|
|
{
|
|
for (index => arrow in this.strumlineNotes.members.keyValueIterator())
|
|
{
|
|
fadeInArrow(index, arrow);
|
|
}
|
|
}
|
|
|
|
function compareNoteData(order:Int, a:SongNoteData, b:SongNoteData):Int
|
|
{
|
|
return FlxSort.byValues(order, a.time, b.time);
|
|
}
|
|
|
|
function compareNoteSprites(order:Int, a:NoteSprite, b:NoteSprite):Int
|
|
{
|
|
return FlxSort.byValues(order, a?.strumTime, b?.strumTime);
|
|
}
|
|
|
|
function compareHoldNoteSprites(order:Int, a:SustainTrail, b:SustainTrail):Int
|
|
{
|
|
return FlxSort.byValues(order, a?.strumTime, b?.strumTime);
|
|
}
|
|
}
|