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Funkin/source/funkin/play/components/ClearPercentCounter.hx
2024-06-05 14:13:06 -04:00

142 lines
3.9 KiB
Haxe

package funkin.play.components;
import funkin.graphics.FunkinSprite;
import funkin.graphics.shaders.PureColor;
import flixel.FlxSprite;
import flixel.group.FlxGroup.FlxTypedGroup;
import flixel.group.FlxSpriteGroup.FlxTypedSpriteGroup;
import flixel.math.FlxMath;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;
import flixel.text.FlxText.FlxTextAlign;
import funkin.util.MathUtil;
import flixel.util.FlxColor;
/**
* Numerical counters used to display the clear percent.
*/
class ClearPercentCounter extends FlxTypedSpriteGroup<FlxSprite>
{
public var curNumber(default, set):Int = 0;
var numberChanged:Bool = false;
function set_curNumber(val:Int):Int
{
numberChanged = true;
return curNumber = val;
}
var small:Bool = false;
var flashShader:PureColor;
public function new(x:Float, y:Float, startingNumber:Int = 0, small:Bool = false)
{
super(x, y);
flashShader = new PureColor(FlxColor.WHITE);
flashShader.colorSet = false;
curNumber = startingNumber;
this.small = small;
var clearPercentText:FunkinSprite = FunkinSprite.create(0, 0, 'resultScreen/clearPercent/clearPercentText${small ? 'Small' : ''}');
clearPercentText.x = small ? 40 : 0;
add(clearPercentText);
drawNumbers();
}
/**
* Make the counter flash turn white or stop being all white.
* @param enabled Whether the counter should be white.
*/
public function flash(enabled:Bool):Void
{
flashShader.colorSet = enabled;
}
var tmr:Float = 0;
override function update(elapsed:Float):Void
{
super.update(elapsed);
if (numberChanged) drawNumbers();
}
function drawNumbers():Void
{
var seperatedScore:Array<Int> = [];
var tempCombo:Int = Math.round(curNumber);
while (tempCombo != 0)
{
seperatedScore.push(tempCombo % 10);
tempCombo = Math.floor(tempCombo / 10);
}
if (seperatedScore.length == 0) seperatedScore.push(0);
seperatedScore.reverse();
for (ind => num in seperatedScore)
{
var digitIndex:Int = ind + 1;
// If there's only one digit, move it to the right
// If there's three digits, move them all to the left
var digitOffset = (seperatedScore.length == 1) ? 1 : (seperatedScore.length == 3) ? -1 : 0;
var digitSize = small ? 32 : 72;
var digitHeightOffset = small ? -4 : 0;
var xPos = (digitIndex - 1 + digitOffset) * (digitSize * this.scale.x);
xPos += small ? -24 : 0;
var yPos = (digitIndex - 1 + digitOffset) * (digitHeightOffset * this.scale.y);
yPos += small ? 0 : 72;
if (digitIndex >= members.length)
{
// Three digits = LLR because the 1 and 0 won't be the same anyway.
var variant:Bool = (seperatedScore.length == 3) ? (digitIndex >= 2) : (digitIndex >= 1);
// var variant:Bool = (seperatedScore.length % 2 != 0) ? (digitIndex % 2 == 0) : (digitIndex % 2 == 1);
var numb:ClearPercentNumber = new ClearPercentNumber(xPos, yPos, num, variant, this.small);
numb.scale.set(this.scale.x, this.scale.y);
numb.shader = flashShader;
numb.visible = true;
add(numb);
}
else
{
members[digitIndex].animation.play(Std.string(num));
// Reset the position of the number
members[digitIndex].x = xPos + this.x;
members[digitIndex].y = yPos + this.y;
members[digitIndex].visible = true;
}
}
for (ind in (seperatedScore.length + 1)...(members.length))
{
members[ind].visible = false;
}
}
}
class ClearPercentNumber extends FlxSprite
{
public function new(x:Float, y:Float, digit:Int, variant:Bool, small:Bool)
{
super(x, y);
frames = Paths.getSparrowAtlas('resultScreen/clearPercent/clearPercentNumber${small ? 'Small' : variant ? 'Right' : 'Left'}');
for (i in 0...10)
{
animation.addByPrefix('$i', 'number $i 0', 24, false);
}
animation.play('$digit');
updateHitbox();
}
}