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https://github.com/ninjamuffin99/Funkin.git
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112 lines
2.3 KiB
Haxe
112 lines
2.3 KiB
Haxe
package funkin.ui.freeplay;
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import flixel.group.FlxSpriteGroup;
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import funkin.graphics.adobeanimate.FlxAtlasSprite;
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import funkin.graphics.shaders.HSVShader;
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class DifficultyStars extends FlxSpriteGroup
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{
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/**
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* Internal handler var for difficulty... ranges from 0... to 15
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* 0 is 1 star... 15 is 0 stars!
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*/
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var curDifficulty(default, set):Int = 0;
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/**
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* Range between 0 and 15
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*/
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public var difficulty(default, set):Int = 1;
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public var stars:FlxAtlasSprite;
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public var flames:FreeplayFlames;
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var hsvShader:HSVShader;
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public function new(x:Float, y:Float)
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{
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super(x, y);
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hsvShader = new HSVShader();
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flames = new FreeplayFlames(0, 0);
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add(flames);
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stars = new FlxAtlasSprite(0, 0, Paths.animateAtlas("freeplay/freeplayStars"));
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stars.anim.play("diff stars");
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add(stars);
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stars.shader = hsvShader;
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for (memb in flames.members)
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memb.shader = hsvShader;
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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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// "loops" the current animation
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// for clarity, the animation file looks like
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// frame : stars
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// 0-99: 1 star
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// 100-199: 2 stars
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// ......
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// 1300-1499: 15 stars
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// 1500 : 0 stars
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if (curDifficulty < 15 && stars.anim.curFrame >= (curDifficulty + 1) * 100)
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{
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stars.anim.play("diff stars", true, false, curDifficulty * 100);
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}
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}
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function set_difficulty(value:Int):Int
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{
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difficulty = value;
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if (difficulty <= 0)
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{
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difficulty = 0;
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curDifficulty = 15;
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}
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else if (difficulty <= 15)
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{
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difficulty = value;
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curDifficulty = difficulty - 1;
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}
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else
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{
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difficulty = 15;
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curDifficulty = difficulty - 1;
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}
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flameCheck();
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return difficulty;
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}
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public function flameCheck():Void
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{
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if (difficulty > 10) flames.flameCount = difficulty - 10;
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else
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flames.flameCount = 0;
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}
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function set_curDifficulty(value:Int):Int
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{
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curDifficulty = value;
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if (curDifficulty == 15)
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{
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stars.anim.play("diff stars", true, false, 1500);
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stars.anim.pause();
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}
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else
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{
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stars.anim.curFrame = Std.int(curDifficulty * 100);
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stars.anim.play("diff stars", true, false, curDifficulty * 100);
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}
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return curDifficulty;
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}
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}
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