mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-12-26 23:16:46 +00:00
137 lines
3.1 KiB
Haxe
137 lines
3.1 KiB
Haxe
package funkin.ui.freeplay;
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import flixel.group.FlxSpriteGroup;
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import flixel.FlxSprite;
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import flixel.util.FlxTimer;
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class FreeplayFlames extends FlxSpriteGroup
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{
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var flameX(default, set):Float = 917;
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var flameY(default, set):Float = 103;
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var flameSpreadX(default, set):Float = 29;
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var flameSpreadY(default, set):Float = 6;
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public var flameCount(default, set):Int = 0;
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var flameTimer:Float = 0.25;
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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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for (i in 0...5)
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{
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var flame:FlxSprite = new FlxSprite(flameX + (flameSpreadX * i), flameY + (flameSpreadY * i));
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flame.frames = Paths.getSparrowAtlas("freeplay/freeplayFlame");
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flame.animation.addByPrefix("flame", "fire loop full instance 1", FlxG.random.int(23, 25), false);
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flame.animation.play("flame");
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flame.visible = false;
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flameCount = 0;
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// sets the loop... maybe better way to do this lol!
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flame.animation.finishCallback = function(_) {
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flame.animation.play("flame", true, false, 2);
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};
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add(flame);
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}
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}
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var properPositions:Bool = false;
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override public function update(elapsed:Float):Void
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{
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super.update(elapsed);
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// doesn't work in create()/new() for some reason
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// so putting it here bwah!
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if (!properPositions)
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{
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setFlamePositions();
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properPositions = true;
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}
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}
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var timers:Array<FlxTimer> = [];
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function set_flameCount(value:Int):Int
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{
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// Stop all existing timers.
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// This fixes a bug where quickly switching difficulties would show flames.
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for (timer in timers)
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{
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timer.active = false;
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timer.destroy();
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timers.remove(timer);
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}
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this.flameCount = value;
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var visibleCount:Int = 0;
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for (i in 0...5)
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{
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if (members[i] == null) continue;
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var flame:FlxSprite = members[i];
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if (i < flameCount)
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{
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if (!flame.visible)
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{
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var nextTimer:FlxTimer = new FlxTimer().start(flameTimer * visibleCount, function(currentTimer:FlxTimer) {
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if (i >= this.flameCount)
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{
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trace('EARLY EXIT');
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return;
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}
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timers.remove(currentTimer);
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flame.animation.play("flame", true);
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flame.visible = true;
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});
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timers.push(nextTimer);
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visibleCount++;
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}
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}
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else
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{
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flame.visible = false;
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}
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}
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return this.flameCount;
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}
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function setFlamePositions()
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{
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for (i in 0...5)
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{
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var flame:FlxSprite = members[i];
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flame.x = flameX + (flameSpreadX * i);
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flame.y = flameY + (flameSpreadY * i);
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}
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}
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function set_flameX(value:Float):Float
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{
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this.flameX = value;
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setFlamePositions();
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return this.flameX;
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}
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function set_flameY(value:Float):Float
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{
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this.flameY = value;
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setFlamePositions();
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return this.flameY;
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}
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function set_flameSpreadX(value:Float):Float
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{
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this.flameSpreadX = value;
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setFlamePositions();
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return this.flameSpreadX;
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}
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function set_flameSpreadY(value:Float):Float
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{
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this.flameSpreadY = value;
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setFlamePositions();
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return this.flameSpreadY;
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}
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}
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