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https://github.com/ninjamuffin99/Funkin.git
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172 lines
4 KiB
Haxe
172 lines
4 KiB
Haxe
package funkin.play.notes;
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import funkin.play.song.SongData.SongNoteData;
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import flixel.graphics.frames.FlxAtlasFrames;
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import flixel.FlxSprite;
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class NoteSprite extends FlxSprite
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{
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static final DIRECTION_COLORS:Array<String> = ['purple', 'blue', 'green', 'red'];
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public var holdNoteSprite:SustainTrail;
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/**
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* The time at which the note should be hit, in milliseconds.
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*/
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public var strumTime(default, set):Float;
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function set_strumTime(value:Float):Float
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{
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this.strumTime = value;
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return this.strumTime;
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}
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/**
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* The time at which the note should be hit, in steps.
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*/
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public var stepTime(get, never):Float;
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function get_stepTime():Float
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{
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// TODO: Account for changes in BPM.
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return this.strumTime / Conductor.stepLengthMs;
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}
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/**
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* An extra attribute for the note.
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* For example, whether the note is an "alt" note, or whether it has custom behavior on hit.
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*/
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public var kind(default, set):String;
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function set_kind(value:String):String
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{
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this.kind = value;
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return this.kind;
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}
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/**
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* The data of the note (i.e. the direction.)
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*/
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public var direction(default, set):NoteDirection;
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function set_direction(value:Int):Int
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{
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if (frames == null) return value;
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animation.play(DIRECTION_COLORS[value] + 'Scroll');
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this.direction = value;
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return this.direction;
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}
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public var noteData:SongNoteData;
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public var isHoldNote(get, never):Bool;
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function get_isHoldNote():Bool
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{
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return noteData.length > 0;
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}
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/**
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* Set this flag to true when hitting the note to avoid scoring it multiple times.
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*/
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public var hasBeenHit:Bool = false;
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/**
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* Register this note as hit only after any other notes
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*/
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public var lowPriority:Bool = false;
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/**
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* This is true if the note is later than 10 frames within the strumline,
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* and thus can't be hit by the player.
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* It will be destroyed after it moves offscreen.
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* Managed by PlayState.
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*/
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public var hasMissed:Bool;
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/**
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* This is true if the note is earlier than 10 frames within the strumline.
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* and thus can't be hit by the player.
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* Managed by PlayState.
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*/
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public var tooEarly:Bool;
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/**
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* This is true if the note is within 10 frames of the strumline,
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* and thus may be hit by the player.
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* Managed by PlayState.
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*/
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public var mayHit:Bool;
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/**
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* This is true if the PlayState has performed the logic for missing this note.
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* Subtracting score, subtracting health, etc.
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*/
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public var handledMiss:Bool;
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public function new(strumTime:Float = 0, direction:Int = 0)
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{
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super(0, -9999);
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this.strumTime = strumTime;
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this.direction = direction;
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if (this.strumTime < 0) this.strumTime = 0;
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setupNoteGraphic();
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// Disables the update() function for performance.
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this.active = false;
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}
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public static function buildNoteFrames(force:Bool = false):FlxAtlasFrames
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{
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// static variables inside functions are a cool of Haxe 4.3.0.
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static var noteFrames:FlxAtlasFrames = null;
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if (noteFrames != null && !force) return noteFrames;
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noteFrames = Paths.getSparrowAtlas('notes');
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noteFrames.parent.persist = true;
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return noteFrames;
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}
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function setupNoteGraphic():Void
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{
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this.frames = buildNoteFrames();
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animation.addByPrefix('greenScroll', 'noteUp');
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animation.addByPrefix('redScroll', 'noteRight');
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animation.addByPrefix('blueScroll', 'noteDown');
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animation.addByPrefix('purpleScroll', 'noteLeft');
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setGraphicSize(Strumline.STRUMLINE_SIZE);
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updateHitbox();
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}
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public override function revive():Void
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{
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super.revive();
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this.active = false;
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this.tooEarly = false;
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this.hasBeenHit = false;
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this.mayHit = false;
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this.hasMissed = false;
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}
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public override function kill():Void
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{
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super.kill();
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}
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public override function destroy():Void
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{
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// This function should ONLY get called as you leave PlayState entirely.
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// Otherwise, we want the game to keep reusing note sprites to save memory.
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super.destroy();
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}
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}
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