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Funkin/source/funkin/effects/IntervalShake.hx
2024-05-30 04:33:26 +01:00

241 lines
6.6 KiB
Haxe

package funkin.effects;
import flixel.FlxObject;
import flixel.util.FlxDestroyUtil.IFlxDestroyable;
import flixel.util.FlxPool;
import flixel.util.FlxTimer;
import flixel.math.FlxPoint;
import flixel.util.FlxAxes;
import flixel.tweens.FlxEase.EaseFunction;
import flixel.math.FlxMath;
/**
* pretty much a copy of FlxFlicker geared towards making sprites
* shake around at a set interval and slow down over time.
*/
class IntervalShake implements IFlxDestroyable
{
static var _pool:FlxPool<IntervalShake> = new FlxPool<IntervalShake>(IntervalShake.new);
/**
* Internal map for looking up which objects are currently shaking and getting their shake data.
*/
static var _boundObjects:Map<FlxObject, IntervalShake> = new Map<FlxObject, IntervalShake>();
/**
* An effect that shakes the sprite on a set interval and a starting intensity that goes down over time.
*
* @param Object The object to shake.
* @param Duration How long to shake for (in seconds). `0` means "forever".
* @param Interval In what interval to update the shake position. Set to `FlxG.elapsed` if `<= 0`!
* @param StartIntensity The starting intensity of the shake.
* @param EndIntensity The ending intensity of the shake.
* @param Ease Control the easing of the intensity over the shake.
* @param CompletionCallback Callback on shake completion
* @param ProgressCallback Callback on each shake interval
* @return The `IntervalShake` object. `IntervalShake`s are pooled internally, so beware of storing references.
*/
public static function shake(Object:FlxObject, Duration:Float = 1, Interval:Float = 0.04, StartIntensity:Float = 0, EndIntensity:Float = 0,
Ease:EaseFunction, ?CompletionCallback:IntervalShake->Void, ?ProgressCallback:IntervalShake->Void):IntervalShake
{
if (isShaking(Object))
{
// if (ForceRestart)
// {
// stopShaking(Object);
// }
// else
// {
// Ignore this call if object is already flickering.
return _boundObjects[Object];
// }
}
if (Interval <= 0)
{
Interval = FlxG.elapsed;
}
var shake:IntervalShake = _pool.get();
shake.start(Object, Duration, Interval, StartIntensity, EndIntensity, Ease, CompletionCallback, ProgressCallback);
return _boundObjects[Object] = shake;
}
/**
* Returns whether the object is shaking or not.
*
* @param Object The object to test.
*/
public static function isShaking(Object:FlxObject):Bool
{
return _boundObjects.exists(Object);
}
/**
* Stops shaking the object.
*
* @param Object The object to stop shaking.
*/
public static function stopShaking(Object:FlxObject):Void
{
var boundShake:IntervalShake = _boundObjects[Object];
if (boundShake != null)
{
boundShake.stop();
}
}
/**
* The shaking object.
*/
public var object(default, null):FlxObject;
/**
* The shaking timer. You can check how many seconds has passed since shaking started etc.
*/
public var timer(default, null):FlxTimer;
/**
* The starting intensity of the shake.
*/
public var startIntensity(default, null):Float;
/**
* The ending intensity of the shake.
*/
public var endIntensity(default, null):Float;
/**
* How long to shake for (in seconds). `0` means "forever".
*/
public var duration(default, null):Float;
/**
* The interval of the shake.
*/
public var interval(default, null):Float;
/**
* Defines on what axes to `shake()`. Default value is `XY` / both.
*/
public var axes(default, null):FlxAxes;
/**
* Defines the initial position of the object at the beginning of the shake effect.
*/
public var initialOffset(default, null):FlxPoint;
/**
* The callback that will be triggered after the shake has completed.
*/
public var completionCallback(default, null):IntervalShake->Void;
/**
* The callback that will be triggered every time the object shakes.
*/
public var progressCallback(default, null):IntervalShake->Void;
/**
* The easing of the intensity over the shake.
*/
public var ease(default, null):EaseFunction;
/**
* Nullifies the references to prepare object for reuse and avoid memory leaks.
*/
public function destroy():Void
{
object = null;
timer = null;
ease = null;
completionCallback = null;
progressCallback = null;
}
/**
* Starts shaking behavior.
*/
function start(Object:FlxObject, Duration:Float = 1, Interval:Float = 0.04, StartIntensity:Float = 0, EndIntensity:Float = 0, Ease:EaseFunction,
?CompletionCallback:IntervalShake->Void, ?ProgressCallback:IntervalShake->Void):Void
{
object = Object;
duration = Duration;
interval = Interval;
completionCallback = CompletionCallback;
startIntensity = StartIntensity;
endIntensity = EndIntensity;
initialOffset = new FlxPoint(Object.x, Object.y);
ease = Ease;
axes = FlxAxes.XY;
_secondsSinceStart = 0;
timer = new FlxTimer().start(interval, shakeProgress, Std.int(duration / interval));
}
/**
* Prematurely ends shaking.
*/
public function stop():Void
{
timer.cancel();
// object.visible = true;
object.x = initialOffset.x;
object.y = initialOffset.y;
release();
}
/**
* Unbinds the object from shaking and releases it into pool for reuse.
*/
function release():Void
{
_boundObjects.remove(object);
_pool.put(this);
}
public var _secondsSinceStart(default, null):Float = 0;
public var scale(default, null):Float = 0;
/**
* Just a helper function for shake() to update object's position.
*/
function shakeProgress(timer:FlxTimer):Void
{
_secondsSinceStart += interval;
scale = _secondsSinceStart / duration;
if (ease != null)
{
scale = 1 - ease(scale);
// trace(scale);
}
var curIntensity:Float = 0;
curIntensity = FlxMath.lerp(endIntensity, startIntensity, scale);
if (axes.x) object.x = initialOffset.x + FlxG.random.float((-curIntensity) * object.width, (curIntensity) * object.width);
if (axes.y) object.y = initialOffset.y + FlxG.random.float((-curIntensity) * object.width, (curIntensity) * object.width);
// object.visible = !object.visible;
if (progressCallback != null) progressCallback(this);
if (timer.loops > 0 && timer.loopsLeft == 0)
{
object.x = initialOffset.x;
object.y = initialOffset.y;
if (completionCallback != null)
{
completionCallback(this);
}
if (this.timer == timer) release();
}
}
/**
* Internal constructor. Use static methods.
*/
@:keep
function new() {}
}