mirror of
https://github.com/ninjamuffin99/Funkin.git
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92 lines
2.4 KiB
Haxe
92 lines
2.4 KiB
Haxe
package funkin.ui.charSelect;
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import flixel.FlxSprite;
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import funkin.graphics.adobeanimate.FlxAtlasSprite;
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import flxanimate.animate.FlxKeyFrame;
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import funkin.modding.IScriptedClass.IBPMSyncedScriptedClass;
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import funkin.modding.events.ScriptEvent;
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class CharSelectPlayer extends FlxAtlasSprite implements IBPMSyncedScriptedClass
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{
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public function new(x:Float, y:Float)
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{
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super(x, y, Paths.animateAtlas("charSelect/bfChill"));
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onAnimationComplete.add(function(animLabel:String) {
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switch (animLabel)
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{
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case "slidein":
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if (hasAnimation("slidein idle point"))
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{
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playAnimation("slidein idle point", true, false, false);
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}
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else
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{
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playAnimation("idle", true, false, false);
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}
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case "deselect":
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playAnimation("deselect loop start", true, false, true);
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case "slidein idle point", "cannot select Label", "unlock":
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playAnimation("idle", true, false, false);
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case "idle":
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trace('Waiting for onBeatHit');
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}
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});
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}
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public function onStepHit(event:SongTimeScriptEvent):Void {}
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public function onBeatHit(event:SongTimeScriptEvent):Void
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{
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// TODO: There's a minor visual bug where there's a little stutter.
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// This happens because the animation is getting restarted while it's already playing.
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// I tried make this not interrupt an existing idle,
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// but isAnimationFinished() and isLoopComplete() both don't work! What the hell?
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// danceEvery isn't necessary if that gets fixed.
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//
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if (getCurrentAnimation() == "idle")
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{
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trace('Player beat hit');
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playAnimation("idle", true, false, false);
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}
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};
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public function updatePosition(str:String)
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{
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switch (str)
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{
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case "bf":
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x = 0;
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y = 0;
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case "pico":
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x = 0;
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y = 0;
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case "random":
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}
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}
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public function switchChar(str:String)
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{
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switch str
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{
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default:
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loadAtlas(Paths.animateAtlas("charSelect/" + str + "Chill"));
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}
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playAnimation("slidein", true, false, false);
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updateHitbox();
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updatePosition(str);
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}
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public function onScriptEvent(event:ScriptEvent):Void {};
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public function onCreate(event:ScriptEvent):Void {};
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public function onDestroy(event:ScriptEvent):Void {};
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public function onUpdate(event:UpdateScriptEvent):Void {};
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}
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