Funkin/source/io/newgrounds/objects/Medal.hx

118 lines
2.8 KiB
Haxe

package io.newgrounds.objects;
import io.newgrounds.objects.events.Response;
import io.newgrounds.objects.events.Result.MedalUnlockResult;
import io.newgrounds.utils.Dispatcher;
import io.newgrounds.NGLite;
class Medal extends Object {
inline static public var EASY :Int = 1;
inline static public var MODERATE :Int = 2;
inline static public var CHALLENGING:Int = 3;
inline static public var DIFFICULT :Int = 4;
inline static public var BRUTAL :Int = 5;
static var difficultyNames:Array<String> =
[ "Easy"
, "Moderate"
, "Challenging"
, "Difficult"
, "Brutal"
];
// --- FROM SERVER
public var id (default, null):Int;
public var name (default, null):String;
public var description(default, null):String;
public var icon (default, null):String;
public var value (default, null):Int;
public var difficulty (default, null):Int;
public var secret (default, null):Bool;
public var unlocked (default, null):Bool;
// --- HELPERS
public var difficultyName(get, never):String;
public var onUnlock:Dispatcher;
public function new(core:NGLite, data:Dynamic = null):Void {
onUnlock = new Dispatcher();
super(core, data);
}
@:allow(io.newgrounds.NG)
override function parse(data:Dynamic):Void {
var wasLocked = !unlocked;
id = data.id;
name = data.name;
description = data.description;
icon = data.icon;
value = data.value;
difficulty = data.difficulty;
secret = data.secret == 1;
unlocked = data.unlocked;
super.parse(data);
if (wasLocked && unlocked)
onUnlock.dispatch();
}
public function sendUnlock():Void {
if (_core.sessionId == null) {
// --- Unlock regardless, show medal popup to encourage NG signup
unlocked = true;
onUnlock.dispatch();
//TODO: save unlock in local save
}
_core.calls.medal.unlock(id)
.addDataHandler(onUnlockResponse)
.send();
}
function onUnlockResponse(response:Response<MedalUnlockResult>):Void {
if (response.success && response.result.success) {
parse(response.result.data.medal);
// --- Unlock response doesn't include unlock=true, so parse won't change it.
if (!unlocked) {
unlocked = true;
onUnlock.dispatch();
}
}
}
/** Locks the medal on the client and sends an unlock request, Server responds the same either way. */
public function sendDebugUnlock():Void {
if (NG.core.sessionId == null) {
onUnlock.dispatch();
} else {
unlocked = false;
sendUnlock();
}
}
public function get_difficultyName():String {
return difficultyNames[difficulty - 1];
}
public function toString():String {
return 'Medal: $id@$name (${unlocked ? "unlocked" : "locked"}, $value pts, $difficultyName).';
}
}