mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-11-05 14:24:28 +00:00
343 lines
7.6 KiB
Haxe
343 lines
7.6 KiB
Haxe
package funkin.play.cutscene;
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import funkin.play.PlayState;
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import flixel.FlxSprite;
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import flixel.tweens.FlxEase;
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import flixel.tweens.FlxTween;
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import flixel.util.FlxColor;
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import flixel.util.FlxTimer;
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#if html5
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import funkin.graphics.video.FlxVideo;
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#end
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#if hxCodec
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import hxcodec.flixel.FlxVideoSprite;
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#end
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/**
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* Assumes you are in the PlayState.
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*/
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class VideoCutscene
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{
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static var blackScreen:FlxSprite;
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static var cutsceneType:CutsceneType;
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#if html5
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static var vid:FlxVideo;
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#end
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#if hxCodec
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static var vid:FlxVideoSprite;
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#end
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/**
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* Called when the video is started.
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*/
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public static final onVideoStarted:FlxSignal = new FlxSignal();
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/**
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* Called if the video is paused.
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*/
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public static final onVideoPaused:FlxSignal = new FlxSignal();
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/**
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* Called if the video is resumed.
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*/
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public static final onVideoResumed:FlxSignal = new FlxSignal();
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/**
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* Called if the video is restarted. onVideoStarted is not called.
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*/
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public static final onVideoRestarted:FlxSignal = new FlxSignal();
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/**
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* Called when the video is ended or skipped.
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*/
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public static final onVideoEnded:FlxSignal = new FlxSignal();
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/**
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* Play a video cutscene.
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* TODO: Currently this is hardcoded to start the countdown after the video is done.
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* @param path The path to the video file. Use Paths.file(path) to get the correct path.
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* @param cutseneType The type of cutscene to play, determines what the game does after. Defaults to `CutsceneType.STARTING`.
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*/
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public static function play(filePath:String, ?cutsceneType:CutsceneType = STARTING):Void
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{
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if (PlayState.instance == null) return;
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if (!openfl.Assets.exists(filePath))
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{
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// Display a popup.
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lime.app.Application.current.window.alert('Video file does not exist: ${filePath}', 'Error playing video');
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return;
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}
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var rawFilePath = Paths.stripLibrary(filePath);
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// Trigger the cutscene. Don't play the song in the background.
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PlayState.instance.isInCutscene = true;
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PlayState.instance.camHUD.visible = false;
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PlayState.instance.camCutscene.visible = true;
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// Display a black screen to hide the game while the video is playing.
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blackScreen = new FlxSprite(-200, -200).makeGraphic(FlxG.width * 2, FlxG.height * 2, FlxColor.BLACK);
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blackScreen.scrollFactor.set(0, 0);
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blackScreen.cameras = [PlayState.instance.camCutscene];
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PlayState.instance.add(blackScreen);
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VideoCutscene.cutsceneType = cutsceneType;
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#if html5
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playVideoHTML5(rawFilePath);
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#elseif hxCodec
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playVideoNative(rawFilePath);
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#else
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throw "No video support for this platform!";
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#end
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}
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public static function isPlaying():Bool
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{
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#if (html5 || hxCodec)
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return vid != null;
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#else
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return false;
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#end
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}
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#if html5
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static function playVideoHTML5(filePath:String):Void
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{
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// Video displays OVER the FlxState.
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vid = new FlxVideo(filePath);
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if (vid != null)
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{
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vid.zIndex = 0;
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vid.finishCallback = finishVideo.bind(0.5);
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vid.cameras = [PlayState.instance.camCutscene];
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PlayState.instance.add(vid);
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PlayState.instance.refresh();
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onVideoStarted.dispatch();
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}
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else
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{
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trace('ALERT: Video is null! Could not play cutscene!');
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}
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}
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#end
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#if hxCodec
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static function playVideoNative(filePath:String):Void
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{
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// Video displays OVER the FlxState.
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vid = new FlxVideoSprite(0, 0);
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if (vid != null)
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{
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vid.zIndex = 0;
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vid.bitmap.onEndReached.add(finishVideo.bind(0.5));
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vid.autoPause = false;
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vid.cameras = [PlayState.instance.camCutscene];
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PlayState.instance.add(vid);
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PlayState.instance.refresh();
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vid.play(filePath, false);
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// Resize videos bigger or smaller than the screen.
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vid.bitmap.onTextureSetup.add(() -> {
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vid.setGraphicSize(FlxG.width, FlxG.height);
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vid.updateHitbox();
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vid.x = 0;
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vid.y = 0;
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// vid.scale.set(0.5, 0.5);
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});
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onVideoStarted.dispatch();
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}
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else
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{
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trace('ALERT: Video is null! Could not play cutscene!');
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}
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}
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#end
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public static function restartVideo(resume:Bool = true):Void
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{
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#if html5
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if (vid != null)
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{
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vid.restartVideo();
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onVideoRestarted.dispatch();
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}
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#end
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#if hxCodec
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if (vid != null)
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{
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// Seek to the start of the video.
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vid.bitmap.time = 0;
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if (resume)
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{
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// Resume the video if it was paused.
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vid.resume();
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}
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onVideoRestarted.dispatch();
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}
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#end
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}
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public static function pauseVideo():Void
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{
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#if html5
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if (vid != null)
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{
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vid.pauseVideo();
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onVideoPaused.dispatch();
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}
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#end
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#if hxCodec
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if (vid != null)
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{
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vid.pause();
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onVideoPaused.dispatch();
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}
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#end
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}
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public static function hideVideo():Void
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{
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#if html5
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if (vid != null)
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{
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vid.visible = false;
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}
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#end
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#if hxCodec
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if (vid != null)
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{
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vid.visible = false;
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}
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#end
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}
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public static function showVideo():Void
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{
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#if html5
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if (vid != null)
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{
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vid.visible = true;
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}
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#end
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#if hxCodec
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if (vid != null)
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{
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vid.visible = true;
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}
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#end
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}
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public static function resumeVideo():Void
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{
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#if html5
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if (vid != null)
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{
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vid.resumeVideo();
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onVideoResumed.dispatch();
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}
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#end
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#if hxCodec
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if (vid != null)
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{
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vid.resume();
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onVideoResumed.dispatch();
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}
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#end
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}
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/**
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* Finish the active video cutscene. Done when the video is finished or when the player skips the cutscene.
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* @param transitionTime The duration of the transition to the next state. Defaults to 0.5 seconds (this time is always used when cancelling the video).
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* @param finishCutscene The callback to call when the transition is finished.
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*/
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public static function finishVideo(?transitionTime:Float = 0.5):Void
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{
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trace('ALERT: Finish video cutscene called!');
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var cutsceneType:CutsceneType = VideoCutscene.cutsceneType;
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#if html5
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if (vid != null)
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{
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PlayState.instance.remove(vid);
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}
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#end
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#if hxCodec
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if (vid != null)
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{
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vid.stop();
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PlayState.instance.remove(vid);
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}
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#end
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#if (html5 || hxCodec)
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vid.destroy();
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vid = null;
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#end
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PlayState.instance.camCutscene.visible = true;
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PlayState.instance.camHUD.visible = true;
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FlxTween.tween(blackScreen, {alpha: 0}, transitionTime,
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{
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ease: FlxEase.quadInOut,
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onComplete: function(twn:FlxTween) {
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PlayState.instance.remove(blackScreen);
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blackScreen = null;
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}
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});
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FlxTween.tween(FlxG.camera, {zoom: PlayState.instance.defaultCameraZoom}, transitionTime,
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{
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ease: FlxEase.quadInOut,
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onComplete: function(twn:FlxTween) {
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onVideoEnded.dispatch();
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onCutsceneFinish(cutsceneType);
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}
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});
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}
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/**
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* The default callback used when a cutscene is finished.
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* You can specify your own callback when calling `VideoCutscene#play()`.
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*/
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static function onCutsceneFinish(cutsceneType:CutsceneType):Void
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{
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switch (cutsceneType)
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{
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case CutsceneType.STARTING:
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PlayState.instance.startCountdown();
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case CutsceneType.ENDING:
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PlayState.instance.endSong(true); // true = right goddamn now
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case CutsceneType.MIDSONG:
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throw "Not implemented!";
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}
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}
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}
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enum CutsceneType
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{
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STARTING; // The default cutscene type. Starts the countdown after the video is done.
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MIDSONG; // TODO: Implement this!
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ENDING; // Ends the song after the video is done.
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}
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