mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-11-05 06:14:36 +00:00
434 lines
11 KiB
Haxe
434 lines
11 KiB
Haxe
package funkin.util;
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import flixel.util.FlxColor;
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import lime.app.Application;
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import funkin.data.song.SongData.SongTimeFormat;
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/**
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* A store of unchanging, globally relevant values.
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*/
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class Constants
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{
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/**
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* ENGINE AND VERSION DATA
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*/
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// ==============================
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/**
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* The title of the game, for debug printing purposes.
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* Change this if you're making an engine.
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*/
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public static final TITLE:String = "Friday Night Funkin'";
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/**
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* The current version number of the game.
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* Modify this in the `project.xml` file.
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*/
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public static var VERSION(get, never):String;
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/**
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* The generatedBy string embedded in the chart files made by this application.
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*/
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public static var GENERATED_BY(get, never):String;
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static function get_GENERATED_BY():String
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{
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return '${Constants.TITLE} - ${Constants.VERSION}';
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}
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/**
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* A suffix to add to the game version.
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* Add a suffix to prototype builds and remove it for releases.
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*/
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public static final VERSION_SUFFIX:String = ' PROTOTYPE';
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#if (debug || FORCE_DEBUG_VERSION)
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static function get_VERSION():String
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{
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return 'v${Application.current.meta.get('version')} (${GIT_BRANCH} : ${GIT_HASH})' + VERSION_SUFFIX;
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}
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#else
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static function get_VERSION():String
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{
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return 'v${Application.current.meta.get('version')}' + VERSION_SUFFIX;
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}
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#end
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/**
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* URL DATA
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*/
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// ==============================
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/**
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* Link to download the game on Itch.io.
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*/
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public static final URL_ITCH:String = 'https://ninja-muffin24.itch.io/funkin/purchase';
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/**
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* Link to the game's page on Kickstarter.
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*/
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public static final URL_KICKSTARTER:String = 'https://www.kickstarter.com/projects/funkin/friday-night-funkin-the-full-ass-game/';
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/**
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* GIT REPO DATA
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*/
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// ==============================
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#if (debug || FORCE_DEBUG_VERSION)
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/**
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* The current Git branch.
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*/
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public static final GIT_BRANCH:String = funkin.util.macro.GitCommit.getGitBranch();
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/**
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* The current Git commit hash.
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*/
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public static final GIT_HASH:String = funkin.util.macro.GitCommit.getGitCommitHash();
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#end
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/**
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* COLORS
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*/
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// ==============================
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/**
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* The color used by the enemy health bar.
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*/
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public static final COLOR_HEALTH_BAR_RED:FlxColor = 0xFFFF0000;
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/**
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* The color used by the player health bar.
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*/
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public static final COLOR_HEALTH_BAR_GREEN:FlxColor = 0xFF66FF33;
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/**
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* The base colors used by notes.
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*/
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public static var COLOR_NOTES:Array<FlxColor> = [
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0xFFFF22AA, // left (0)
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0xFF00EEFF, // down (1)
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0xFF00CC00, // up (2)
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0xFFCC1111 // right (3)
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];
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/**
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* GAME DEFAULTS
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*/
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// ==============================
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/**
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* Default difficulty for charts.
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*/
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public static final DEFAULT_DIFFICULTY:String = 'normal';
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/**
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* Default list of difficulties for charts.
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*/
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public static final DEFAULT_DIFFICULTY_LIST:Array<String> = ['easy', 'normal', 'hard'];
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/**
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* Default player character for charts.
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*/
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public static final DEFAULT_CHARACTER:String = 'bf';
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/**
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* Default player character for health icons.
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*/
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public static final DEFAULT_HEALTH_ICON:String = 'face';
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/**
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* Default stage for charts.
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*/
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public static final DEFAULT_STAGE:String = 'mainStage';
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/**
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* Default song for if the PlayState messes up.
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*/
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public static final DEFAULT_SONG:String = 'tutorial';
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/**
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* Default variation for charts.
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*/
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public static final DEFAULT_VARIATION:String = 'default';
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/**
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* The default intensity for camera zooms.
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*/
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public static final DEFAULT_ZOOM_INTENSITY:Float = 0.015;
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/**
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* The default rate for camera zooms (in beats per zoom).
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*/
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public static final DEFAULT_ZOOM_RATE:Int = 4;
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/**
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* The default BPM for charts, so things don't break if none is specified.
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*/
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public static final DEFAULT_BPM:Float = 100.0;
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/**
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* The default name for songs.
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*/
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public static final DEFAULT_SONGNAME:String = "Unknown";
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/**
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* The default artist for songs.
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*/
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public static final DEFAULT_ARTIST:String = "Unknown";
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/**
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* The default note style for songs.
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*/
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public static final DEFAULT_NOTE_STYLE:String = "funkin";
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/**
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* The default timing format for songs.
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*/
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public static final DEFAULT_TIMEFORMAT:SongTimeFormat = SongTimeFormat.MILLISECONDS;
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/**
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* The default scroll speed for songs.
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*/
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public static final DEFAULT_SCROLLSPEED:Float = 1.0;
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/**
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* Default numerator for the time signature.
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*/
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public static final DEFAULT_TIME_SIGNATURE_NUM:Int = 4;
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/**
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* Default denominator for the time signature.
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*/
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public static final DEFAULT_TIME_SIGNATURE_DEN:Int = 4;
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/**
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* TIMING
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*/
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// ==============================
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/**
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* A magic number used when calculating scroll speed and note distances.
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*/
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public static final PIXELS_PER_MS:Float = 0.45;
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/**
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* The maximum interval within which a note can be hit, in milliseconds.
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*/
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public static final HIT_WINDOW_MS:Float = 160.0;
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/**
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* Constant for the number of seconds in a minute.
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*/
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public static final SECS_PER_MIN:Int = 60;
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/**
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* Constant for the number of milliseconds in a second.
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*/
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public static final MS_PER_SEC:Int = 1000;
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/**
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* The number of microseconds in a millisecond.
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*/
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public static final US_PER_MS:Int = 1000;
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/**
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* The number of microseconds in a second.
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*/
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public static final US_PER_SEC:Int = US_PER_MS * MS_PER_SEC;
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/**
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* The number of nanoseconds in a microsecond.
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*/
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public static final NS_PER_US:Int = 1000;
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/**
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* The number of nanoseconds in a millisecond.
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*/
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public static final NS_PER_MS:Int = NS_PER_US * US_PER_MS;
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/**
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* The number of nanoseconds in a second.
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*/
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public static final NS_PER_SEC:Int = NS_PER_US * US_PER_MS * MS_PER_SEC;
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/**
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* Duration, in milliseconds, until toast notifications are automatically hidden.
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*/
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public static final NOTIFICATION_DISMISS_TIME:Int = 5 * MS_PER_SEC;
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/**
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* Duration to wait before autosaving the chart.
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*/
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public static final AUTOSAVE_TIMER_DELAY_SEC:Float = 5.0 * SECS_PER_MIN;
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/**
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* Number of steps in a beat.
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* One step is one 16th note and one beat is one quarter note.
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*/
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public static final STEPS_PER_BEAT:Int = 4;
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/**
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* All MP3 decoders introduce a playback delay of `528` samples,
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* which at 44,100 Hz (samples per second) is ~12 ms.
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*/
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public static final MP3_DELAY_MS:Float = 528 / 44100 * Constants.MS_PER_SEC;
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/**
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* HEALTH VALUES
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*/
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// ==============================
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/**
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* The player's maximum health.
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* If the player is at this value, they can't gain any more health.
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*/
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public static final HEALTH_MAX:Float = 2.0;
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/**
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* The player's starting health.
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*/
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public static final HEALTH_STARTING = HEALTH_MAX / 2.0;
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/**
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* The player's minimum health.
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* If the player is at or below this value, they lose.
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*/
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public static final HEALTH_MIN:Float = 0.0;
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/**
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* The amount of health the player gains when hitting a note with the KILLER rating.
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*/
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public static final HEALTH_KILLER_BONUS:Float = 2.0 / 100.0 * HEALTH_MAX; // +2.0%
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/**
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* The amount of health the player gains when hitting a note with the SICK rating.
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*/
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public static final HEALTH_SICK_BONUS:Float = 1.5 / 100.0 * HEALTH_MAX; // +1.0%
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/**
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* The amount of health the player gains when hitting a note with the GOOD rating.
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*/
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public static final HEALTH_GOOD_BONUS:Float = 0.75 / 100.0 * HEALTH_MAX; // +0.75%
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/**
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* The amount of health the player gains when hitting a note with the BAD rating.
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*/
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public static final HEALTH_BAD_BONUS:Float = 0.0 / 100.0 * HEALTH_MAX; // +0.0%
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/**
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* The amount of health the player gains when hitting a note with the SHIT rating.
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* If negative, the player will actually lose health.
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*/
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public static final HEALTH_SHIT_BONUS:Float = -1.0 / 100.0 * HEALTH_MAX; // -1.0%
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/**
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* The amount of health the player gains, while holding a hold note, per second.
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*/
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public static final HEALTH_HOLD_BONUS_PER_SECOND:Float = 7.5 / 100.0 * HEALTH_MAX; // +7.5% / second
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/**
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* The amount of health the player loses upon missing a note.
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*/
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public static final HEALTH_MISS_PENALTY:Float = 4.0 / 100.0 * HEALTH_MAX; // 4.0%
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/**
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* The amount of health the player loses upon pressing a key when no note is there.
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*/
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public static final HEALTH_GHOST_MISS_PENALTY:Float = 2.0 / 100.0 * HEALTH_MAX; // 2.0%
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/**
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* The amount of health the player loses upon letting go of a hold note while it is still going.
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*/
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public static final HEALTH_HOLD_DROP_PENALTY:Float = 0.0; // 0.0%
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/**
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* The amount of health the player loses upon hitting a mine.
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*/
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public static final HEALTH_MINE_PENALTY:Float = 15.0 / 100.0 * HEALTH_MAX; // 15.0%
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/**
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* SCORE VALUES
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*/
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// ==============================
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/**
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* The amount of score the player gains for every send they hold a hold note.
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* A fraction of this value is granted every frame.
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*/
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public static final SCORE_HOLD_BONUS_PER_SECOND:Float = 250.0;
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/**
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* FILE EXTENSIONS
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*/
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// ==============================
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/**
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* The file extension used when exporting chart files.
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*
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* - "I made a new file format"
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* - "Actually new or just a renamed ZIP?"
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*/
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public static final EXT_CHART = "fnfc";
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/**
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* The file extension used when loading audio files.
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*/
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public static final EXT_SOUND = #if web "mp3" #else "ogg" #end;
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/**
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* The file extension used when loading video files.
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*/
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public static final EXT_VIDEO = "mp4";
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/**
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* The file extension used when loading image files.
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*/
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public static final EXT_IMAGE = "png";
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/**
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* The file extension used when loading data files.
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*/
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public static final EXT_DATA = "json";
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/**
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* OTHER
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*/
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// ==============================
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/**
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* If true, the player will not receive the ghost miss penalty if there are no notes within the hit window.
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* This is the thing people have been begging for forever lolol.
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*/
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public static final GHOST_TAPPING:Bool = false;
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/**
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* The maximum number of previous file paths for the Chart Editor to remember.
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*/
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public static final MAX_PREVIOUS_WORKING_FILES:Int = 10;
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/**
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* The separator between an asset library and the asset path.
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*/
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public static final LIBRARY_SEPARATOR:String = ':';
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/**
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* The scale factor to use when increasing the size of pixel art graphics.
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*/
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public static final PIXEL_ART_SCALE:Float = 6;
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/**
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* The volume at which to play the countdown before the song starts.
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*/
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public static final COUNTDOWN_VOLUME:Float = 0.6;
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/**
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* The horizontal offset of the strumline from the left edge of the screen.
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*/
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public static final STRUMLINE_X_OFFSET:Float = 48;
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/**
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* The vertical offset of the strumline from the top edge of the screen.
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*/
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public static final STRUMLINE_Y_OFFSET:Float = 24;
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}
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